Macro tool now seems to work when TAStudio is open.

This commit is contained in:
SuuperW 2015-03-10 20:06:34 +00:00
parent 6013b9ed2b
commit 04fafd910d
2 changed files with 95 additions and 16 deletions

View File

@ -122,7 +122,7 @@ namespace BizHawk.Client.EmuHawk
return;
}
MovieZone newZone = new MovieZone(CurrentTasMovie, (int)StartNum.Value, (int)(EndNum.Value - StartNum.Value));
MovieZone newZone = new MovieZone(CurrentTasMovie, (int)StartNum.Value, (int)(EndNum.Value - StartNum.Value + 1));
newZone.Name = "Zone " + zones.Count;
zones.Add(newZone);
ZonesList.Items.Add(newZone.Name + " - length: " + newZone.Length);

View File

@ -6,6 +6,7 @@ using System.IO;
using BizHawk.Client.Common;
using BizHawk.Emulation.Common;
using BizHawk.Client.Common.InputAdapterExtensions;
namespace BizHawk.Client.EmuHawk
{
@ -20,7 +21,6 @@ namespace BizHawk.Client.EmuHawk
public bool Replace = true;
public bool Overlay = false;
public float defaultFloat = 0f;
private Bk2ControllerAdapter controller;
private Bk2ControllerAdapter targetController;
@ -30,7 +30,7 @@ namespace BizHawk.Client.EmuHawk
}
public MovieZone(TasMovie movie, int start, int length, string key = "")
{
var lg = Global.MovieSession.LogGeneratorInstance() as Bk2LogEntryGenerator;
Bk2LogEntryGenerator lg = Global.MovieSession.LogGeneratorInstance() as Bk2LogEntryGenerator;
lg.SetSource(Global.MovieSession.MovieControllerAdapter);
targetController = new Bk2ControllerAdapter();
targetController.Type = Global.Emulator.ControllerDefinition;
@ -56,39 +56,52 @@ namespace BizHawk.Client.EmuHawk
}
controller = new Bk2ControllerAdapter() { Type = d };
var logGenerator = new Bk2LogEntryGenerator("");
logGenerator.SetSource(controller);
Bk2LogEntryGenerator logGenerator = new Bk2LogEntryGenerator("");
logGenerator.SetSource(targetController);
logGenerator.GenerateLogEntry(); // Reference and create all buttons.
for (int i = 0; i < length; i++)
{
// Set controller with only the buttons in it's Type.
controller.LatchFromSource(movie.GetInputState(i + start));
LatchFromSourceButtons(targetController, controller);
_log[i] = logGenerator.GenerateLogEntry();
}
}
public void PlaceZone(TasMovie movie)
{
if (Start > movie.InputLogLength)
{ // Cannot place a frame here. Find a nice way around this.
return;
}
// TODO: This should probably do something with undo history batches/naming.
if (!Replace)
movie.InsertEmptyFrame(Start, Length);
Bk2LogEntryGenerator logGenerator = new Bk2LogEntryGenerator("");
logGenerator.SetSource(targetController);
targetController.SetControllersAsMnemonic(logGenerator.EmptyEntry);
if (Overlay)
{
for (int i = 0; i < Length; i++)
{
// Overlay the frame. Float controls should use the defaultFloat value.
{ // Overlay the frames.
targetController.SetControllersAsMnemonic(_log[i]);
ORLatchFromSource(targetController, movie.GetInputState(i + Start));
movie.SetFrame(i + Start, logGenerator.GenerateLogEntry());
}
}
else
{
for (int i = 0; i < Length; i++)
{
// Copy over the frame. (Only using the buttons in controller.Type)
{ // Copy over the frame.
targetController.SetControllersAsMnemonic(_log[i]);
movie.SetFrame(i + Start, logGenerator.GenerateLogEntry());
}
}
if (movie is TasMovie) // Assume TAStudio is open?
{
if (Global.Emulator.Frame < Start)
if (Global.Emulator.Frame > Start)
{
// TODO: Go to start of macro? Ask TAStudio to do that?
@ -113,23 +126,89 @@ namespace BizHawk.Client.EmuHawk
// Save the controller definition/LogKey
// Save the controller name and player count. (Only for the user.)
// Save whether or not the macro should use overlay input, and/or replace
string[] header = new string[4];
header[0] = InputKey;
header[1] = Global.Emulator.ControllerDefinition.Name;
header[2] = Global.Emulator.ControllerDefinition.PlayerCount.ToString();
header[3] = Overlay.ToString() + "," + Replace.ToString();
File.WriteAllText(fileName, Global.Emulator.ControllerDefinition.Name);
File.AppendAllText(fileName, "\n" + Global.Emulator.ControllerDefinition.PlayerCount);
File.WriteAllLines(fileName, header);
File.AppendAllLines(fileName, _log);
}
public MovieZone(string fileName)
{
// If the LogKey contains buttons/controls not accepted by the emulator, tell the user and display the macro's controller name and player count.
if (!File.Exists(fileName))
return;
_log = File.ReadAllLines(fileName);
string[] readText = File.ReadAllLines(fileName);
// If the LogKey contains buttons/controls not accepted by the emulator,
// tell the user and display the macro's controller name and player count
Bk2LogEntryGenerator lg = Global.MovieSession.LogGeneratorInstance() as Bk2LogEntryGenerator;
lg.SetSource(Global.MovieSession.MovieControllerAdapter);
string key = lg.GenerateLogKey();
key = key.Replace("LogKey:", "").Replace("#", "");
key = key.Substring(0, key.Length - 1);
string[] emuKeys = key.Split('|');
string[] macroKeys = readText[0].Split('|');
for (int i = 0; i < macroKeys.Length; i++)
{
if (!emuKeys.Contains(macroKeys[i]))
{
System.Windows.Forms.MessageBox.Show("The selected macro is not compatible with the current emulator core." +
"\nMacro controller: " + readText[1] + "\nMacro player count: " + readText[2], "Error");
return;
}
}
// Settings
string[] settings = readText[3].Split(',');
Overlay = Convert.ToBoolean(settings[0]);
Replace = Convert.ToBoolean(settings[1]);
_log = new string[readText.Length - 4];
readText.ToList().CopyTo(4, _log, 0, _log.Length);
Length = _log.Length;
Start = 0;
Name = Path.GetFileNameWithoutExtension(fileName);
// Adapter
targetController = new Bk2ControllerAdapter();
targetController.Type = Global.Emulator.ControllerDefinition;
targetController.LatchFromSource(targetController); // Reference and create all buttons
}
#region "Custom Latch"
public void LatchFromSourceButtons(Bk2ControllerAdapter latching, IController source)
{
foreach (string button in source.Type.BoolButtons)
{
latching[button] = source.IsPressed(button);
}
foreach (string name in source.Type.FloatControls)
{
latching.SetFloat(name, source.GetFloat(name));
}
}
private void ORLatchFromSource(Bk2ControllerAdapter latching, IController source)
{
foreach (string button in latching.Type.BoolButtons)
{
latching[button] |= source.IsPressed(button);
}
foreach (string name in latching.Type.FloatControls)
{
float sFloat = source.GetFloat(name);
int indexRange = source.Type.FloatControls.IndexOf(name);
if (sFloat == source.Type.FloatRanges[indexRange].Mid)
latching.SetFloat(name, sFloat);
}
}
#endregion
}
}