Macro tool now seems to work when TAStudio is open.
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@ -122,7 +122,7 @@ namespace BizHawk.Client.EmuHawk
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return;
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}
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MovieZone newZone = new MovieZone(CurrentTasMovie, (int)StartNum.Value, (int)(EndNum.Value - StartNum.Value));
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MovieZone newZone = new MovieZone(CurrentTasMovie, (int)StartNum.Value, (int)(EndNum.Value - StartNum.Value + 1));
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newZone.Name = "Zone " + zones.Count;
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zones.Add(newZone);
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ZonesList.Items.Add(newZone.Name + " - length: " + newZone.Length);
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@ -6,6 +6,7 @@ using System.IO;
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using BizHawk.Client.Common;
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using BizHawk.Emulation.Common;
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using BizHawk.Client.Common.InputAdapterExtensions;
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namespace BizHawk.Client.EmuHawk
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{
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@ -20,7 +21,6 @@ namespace BizHawk.Client.EmuHawk
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public bool Replace = true;
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public bool Overlay = false;
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public float defaultFloat = 0f;
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private Bk2ControllerAdapter controller;
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private Bk2ControllerAdapter targetController;
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@ -30,7 +30,7 @@ namespace BizHawk.Client.EmuHawk
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}
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public MovieZone(TasMovie movie, int start, int length, string key = "")
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{
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var lg = Global.MovieSession.LogGeneratorInstance() as Bk2LogEntryGenerator;
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Bk2LogEntryGenerator lg = Global.MovieSession.LogGeneratorInstance() as Bk2LogEntryGenerator;
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lg.SetSource(Global.MovieSession.MovieControllerAdapter);
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targetController = new Bk2ControllerAdapter();
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targetController.Type = Global.Emulator.ControllerDefinition;
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@ -56,39 +56,52 @@ namespace BizHawk.Client.EmuHawk
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}
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controller = new Bk2ControllerAdapter() { Type = d };
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var logGenerator = new Bk2LogEntryGenerator("");
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logGenerator.SetSource(controller);
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Bk2LogEntryGenerator logGenerator = new Bk2LogEntryGenerator("");
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logGenerator.SetSource(targetController);
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logGenerator.GenerateLogEntry(); // Reference and create all buttons.
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for (int i = 0; i < length; i++)
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{
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// Set controller with only the buttons in it's Type.
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controller.LatchFromSource(movie.GetInputState(i + start));
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LatchFromSourceButtons(targetController, controller);
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_log[i] = logGenerator.GenerateLogEntry();
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}
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}
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public void PlaceZone(TasMovie movie)
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{
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if (Start > movie.InputLogLength)
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{ // Cannot place a frame here. Find a nice way around this.
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return;
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}
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// TODO: This should probably do something with undo history batches/naming.
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if (!Replace)
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movie.InsertEmptyFrame(Start, Length);
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Bk2LogEntryGenerator logGenerator = new Bk2LogEntryGenerator("");
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logGenerator.SetSource(targetController);
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targetController.SetControllersAsMnemonic(logGenerator.EmptyEntry);
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if (Overlay)
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{
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for (int i = 0; i < Length; i++)
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{
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// Overlay the frame. Float controls should use the defaultFloat value.
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{ // Overlay the frames.
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targetController.SetControllersAsMnemonic(_log[i]);
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ORLatchFromSource(targetController, movie.GetInputState(i + Start));
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movie.SetFrame(i + Start, logGenerator.GenerateLogEntry());
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}
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}
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else
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{
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for (int i = 0; i < Length; i++)
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{
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// Copy over the frame. (Only using the buttons in controller.Type)
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{ // Copy over the frame.
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targetController.SetControllersAsMnemonic(_log[i]);
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movie.SetFrame(i + Start, logGenerator.GenerateLogEntry());
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}
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}
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if (movie is TasMovie) // Assume TAStudio is open?
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{
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if (Global.Emulator.Frame < Start)
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if (Global.Emulator.Frame > Start)
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{
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// TODO: Go to start of macro? Ask TAStudio to do that?
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@ -113,23 +126,89 @@ namespace BizHawk.Client.EmuHawk
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// Save the controller definition/LogKey
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// Save the controller name and player count. (Only for the user.)
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// Save whether or not the macro should use overlay input, and/or replace
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string[] header = new string[4];
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header[0] = InputKey;
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header[1] = Global.Emulator.ControllerDefinition.Name;
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header[2] = Global.Emulator.ControllerDefinition.PlayerCount.ToString();
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header[3] = Overlay.ToString() + "," + Replace.ToString();
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File.WriteAllText(fileName, Global.Emulator.ControllerDefinition.Name);
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File.AppendAllText(fileName, "\n" + Global.Emulator.ControllerDefinition.PlayerCount);
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File.WriteAllLines(fileName, header);
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File.AppendAllLines(fileName, _log);
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}
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public MovieZone(string fileName)
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{
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// If the LogKey contains buttons/controls not accepted by the emulator, tell the user and display the macro's controller name and player count.
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if (!File.Exists(fileName))
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return;
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_log = File.ReadAllLines(fileName);
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string[] readText = File.ReadAllLines(fileName);
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// If the LogKey contains buttons/controls not accepted by the emulator,
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// tell the user and display the macro's controller name and player count
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Bk2LogEntryGenerator lg = Global.MovieSession.LogGeneratorInstance() as Bk2LogEntryGenerator;
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lg.SetSource(Global.MovieSession.MovieControllerAdapter);
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string key = lg.GenerateLogKey();
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key = key.Replace("LogKey:", "").Replace("#", "");
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key = key.Substring(0, key.Length - 1);
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string[] emuKeys = key.Split('|');
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string[] macroKeys = readText[0].Split('|');
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for (int i = 0; i < macroKeys.Length; i++)
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{
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if (!emuKeys.Contains(macroKeys[i]))
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{
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System.Windows.Forms.MessageBox.Show("The selected macro is not compatible with the current emulator core." +
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"\nMacro controller: " + readText[1] + "\nMacro player count: " + readText[2], "Error");
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return;
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}
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}
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// Settings
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string[] settings = readText[3].Split(',');
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Overlay = Convert.ToBoolean(settings[0]);
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Replace = Convert.ToBoolean(settings[1]);
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_log = new string[readText.Length - 4];
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readText.ToList().CopyTo(4, _log, 0, _log.Length);
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Length = _log.Length;
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Start = 0;
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Name = Path.GetFileNameWithoutExtension(fileName);
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// Adapter
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targetController = new Bk2ControllerAdapter();
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targetController.Type = Global.Emulator.ControllerDefinition;
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targetController.LatchFromSource(targetController); // Reference and create all buttons
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}
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#region "Custom Latch"
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public void LatchFromSourceButtons(Bk2ControllerAdapter latching, IController source)
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{
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foreach (string button in source.Type.BoolButtons)
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{
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latching[button] = source.IsPressed(button);
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}
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foreach (string name in source.Type.FloatControls)
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{
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latching.SetFloat(name, source.GetFloat(name));
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}
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}
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private void ORLatchFromSource(Bk2ControllerAdapter latching, IController source)
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{
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foreach (string button in latching.Type.BoolButtons)
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{
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latching[button] |= source.IsPressed(button);
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}
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foreach (string name in latching.Type.FloatControls)
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{
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float sFloat = source.GetFloat(name);
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int indexRange = source.Type.FloatControls.IndexOf(name);
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if (sFloat == source.Type.FloatRanges[indexRange].Mid)
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latching.SetFloat(name, sFloat);
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}
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}
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#endregion
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}
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}
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