810 lines
24 KiB
Text
810 lines
24 KiB
Text
--[[
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*
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* Singe 3
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* Copyright (C) 2006-2026 Scott Duensing <scott@kangaroopunch.com>
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 3
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA
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* 02110-1301, USA.
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*
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*
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--]]
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-- The service tools: everything an operator or a developer needs to check a cabinet, reached by
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-- pressing SERVICE in the menu. Each tool is a page of Singe/Menu.rml and an entry in TOOLS with
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-- up to four functions: begin when it opens, input for a switch, update once a frame, and finish
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-- when it closes. Anything a tool leaves out simply does not happen.
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--
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-- Only the RmlUi menu has these. Singe/MenuClassic.singe exists for a machine with no GPU device,
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-- where there is no document to put a page in; it keeps its own audio delay screen and nothing
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-- else.
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local lfs = require("lfs")
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TOOL_SELECTED = 1
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TOOL_OPEN = nil -- The tool being used, or nil while the list itself is showing
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TOOLS = {}
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-- Writing into a page is the one thing every tool does, and the document and the GUI are the same
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-- ones every time, so they are named here rather than in twenty-two places.
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local function set(id, text)
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guiSetValue(GUI, DOCUMENT, id, text)
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end
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-- ===== The list =====
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function toolsBegin()
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TOOL_OPEN = nil
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toolsShowList()
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toolsShowPage("tools")
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end
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function toolsEnd()
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if TOOL_OPEN and TOOL_OPEN.finish then
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TOOL_OPEN.finish()
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end
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TOOL_OPEN = nil
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toolsShowPage(nil)
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end
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-- One page of the document at a time, and the game list when nothing is named.
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function toolsShowPage(id)
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menuElement("games"):SetClass("hidden", id ~= nil)
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menuElement("tools"):SetClass("hidden", id ~= "tools")
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for _, tool in ipairs(TOOLS) do
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menuElement(tool.id):SetClass("hidden", id ~= tool.id)
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end
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end
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function toolsShowList()
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local rows = {}
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for i, tool in ipairs(TOOLS) do
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local class = (i == TOOL_SELECTED) and ' class="selected"' or ""
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rows[#rows + 1] = string.format("<div%s>%s</div>", class, tool.name)
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end
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set("toolList", table.concat(rows))
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set("toolHelp", TOOLS[TOOL_SELECTED].help or "")
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end
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function toolsOpen(index)
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TOOL_OPEN = TOOLS[index]
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if TOOL_OPEN.begin then
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TOOL_OPEN.begin()
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end
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toolsShowPage(TOOL_OPEN.id)
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end
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function toolsClose()
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if TOOL_OPEN and TOOL_OPEN.finish then
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TOOL_OPEN.finish()
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end
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TOOL_OPEN = nil
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toolsShowList()
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toolsShowPage("tools")
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end
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-- Every switch while the tools are up. A tool that wants a switch for itself says so by returning
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-- true from its input function; everything else falls through to the rules here, so Button 2 always
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-- backs out and SERVICE always leaves.
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function toolsInput(what)
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if TOOL_OPEN then
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if TOOL_OPEN.input and TOOL_OPEN.input(what) then
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return
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end
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if what == SWITCH_BUTTON2 or what == SWITCH_SERVICE then
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toolsClose()
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end
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return
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end
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if what == SWITCH_UP then
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TOOL_SELECTED = (TOOL_SELECTED == 1) and #TOOLS or (TOOL_SELECTED - 1)
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toolsShowList()
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elseif what == SWITCH_DOWN then
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TOOL_SELECTED = (TOOL_SELECTED == #TOOLS) and 1 or (TOOL_SELECTED + 1)
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toolsShowList()
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elseif what == SWITCH_BUTTON1 or what == SWITCH_START1 or what == SWITCH_START2 then
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toolsOpen(TOOL_SELECTED)
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elseif what == SWITCH_BUTTON2 or what == SWITCH_SERVICE then
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toolsEnd()
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end
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end
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function toolsUpdate()
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if TOOL_OPEN and TOOL_OPEN.update then
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TOOL_OPEN.update()
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end
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end
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-- Whether the tools have the screen, which is what the menu asks before doing anything of its own.
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function toolsActive()
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return TOOL_OPEN ~= nil or not menuElement("tools"):IsClassSet("hidden")
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end
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-- ===== 1. Audio delay =====
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-- A click every second and a flash scheduled the engine's measured device queue plus the candidate
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-- value after it. The click and the disc audio share one mixer device, so when the player sees and
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-- hears them as one event the candidate is this machine's delay.
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local CAL_PERIOD = 1000
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local CAL_STEP_COARSE = 10
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local CAL_STEP_FINE = 1
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local CAL_LIMIT = 1000
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local calValue, calBeat, calClickDone, calFlashDone
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local function audioShow()
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set("calValue", tostring(calValue))
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end
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TOOLS[#TOOLS + 1] = {
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id = "toolAudio",
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name = "Audio Delay",
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help = "Line the click up with the flash so sound and picture agree.",
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begin = function()
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calValue = singeGetAudioCalibration()
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calBeat = singeGetTicks() - CAL_PERIOD
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calClickDone = true
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calFlashDone = true
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set("calLatency", tostring(singeGetAudioLatency()))
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audioShow()
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end,
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input = function(what)
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local delta = 0
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if what == SWITCH_LEFT then
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delta = -CAL_STEP_COARSE
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elseif what == SWITCH_RIGHT then
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delta = CAL_STEP_COARSE
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elseif what == SWITCH_UP then
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delta = CAL_STEP_FINE
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elseif what == SWITCH_DOWN then
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delta = -CAL_STEP_FINE
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elseif what == SWITCH_START1 or what == SWITCH_START2 then
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calValue = 0
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audioShow()
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return true
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elseif what == SWITCH_BUTTON1 then
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singeSetAudioCalibration(calValue)
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toolsClose()
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return true
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end
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if delta ~= 0 then
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calValue = math.max(-CAL_LIMIT, math.min(CAL_LIMIT, calValue + delta))
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audioShow()
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return true
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end
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return false
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end,
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update = function()
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local now = singeGetTicks()
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if now - calBeat >= CAL_PERIOD then
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calBeat = now
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calClickDone = false
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calFlashDone = false
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end
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-- The click goes first; the flash waits out the device queue and the candidate delay, so
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-- the two land together only when the candidate matches the machine.
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if not calClickDone then
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calClickDone = true
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soundPlay(SND_CLICK)
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end
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if not calFlashDone and (now - calBeat >= singeGetAudioLatency() + calValue) then
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calFlashDone = true
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menuElement("toolAudio"):SetClass("flash", true)
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elseif calFlashDone then
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menuElement("toolAudio"):SetClass("flash", false)
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end
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end,
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finish = function()
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menuElement("toolAudio"):SetClass("flash", false)
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end,
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}
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-- ===== 2. Input test =====
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-- Every device the engine can see and what it is doing right now. Singe opens every controller as
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-- a gamepad, an unrecognised one through a mapping it writes itself, so there is one family to
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-- report rather than two. The switch line shows what the game would actually receive, which is the
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-- question being asked when a button "does nothing".
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local inputLast = "none yet"
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local inputCount = 0
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-- The engine sets every switch as a SWITCH_ global, so the names come from there rather than from a
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-- second list here that could fall behind it.
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local SWITCH_NAMES = {}
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for name, value in pairs(_G) do
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if type(name) == "string" and type(value) == "number" and name:sub(1, 7) == "SWITCH_" then
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SWITCH_NAMES[value] = name
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end
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end
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TOOLS[#TOOLS + 1] = {
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id = "toolInput",
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name = "Input Test",
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help = "Controllers, keyboard, mice and light guns, live.",
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begin = function()
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inputLast = "none yet"
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inputCount = 0
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end,
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input = function(what)
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inputCount = inputCount + 1
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inputLast = string.format("%s (%d)", SWITCH_NAMES[what] or "unnamed", what)
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-- Button 2 is how every other tool backs out, so it is reported and then allowed through.
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return false
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end,
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update = function()
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local rows = {}
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rows[#rows + 1] = string.format("<div class='row'>Last switch: <b>%s</b> count: %d</div>", inputLast, inputCount)
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rows[#rows + 1] = string.format("<div class='row'>Gamepads: %d Mice: %d Stick drives mouse: %s</div>",
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controllerHowMany(), mouseHowMany(), tostring(joyMouseIsEnabled()))
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for slot = 0, SINGE_MAX_CONTROLLERS - 1 do
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if controllerIsValid(slot) then
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local axes = {}
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for a = 0, SINGE_CONTROLLER_AXES - 1 do
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axes[#axes + 1] = string.format("%d", controllerGetAxis(slot, a))
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end
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local buttons = {}
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-- controllerGetButton wants the framework's own code for the button, not SDL's
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-- index, so it is built here the way Framework.singe builds GAMEPAD_0.
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for b = 0, SINGE_CONTROLLER_BUTTONS - 1 do
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if controllerGetButton(slot, SINGE_GAMEPAD_BASE + slot * SINGE_GAMEPAD_STRIDE + SINGE_GAMEPAD_BUTTON_OFFSET + b) then
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buttons[#buttons + 1] = tostring(b)
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end
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end
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rows[#rows + 1] = string.format("<div class='row'>%d: <b>%s</b></div>", slot, controllerGetName(slot))
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rows[#rows + 1] = string.format("<div class='sub'>axes %s buttons %s</div>",
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table.concat(axes, ", "), (#buttons > 0) and table.concat(buttons, " ") or "-")
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end
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end
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for m = 0, mouseHowMany() - 1 do
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local x, y = mouseGetPosition(m)
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rows[#rows + 1] = string.format("<div class='sub'>mouse %d: %s at %d, %d</div>", m, mouseGetName(m), x, y)
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end
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set("inputRows", table.concat(rows))
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end,
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}
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-- ===== 3. System information =====
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-- Everything the trace header knows, on one screen. A photograph of this answers most of a bug
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-- report without anyone having to find trace.txt, which is the point of it.
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TOOLS[#TOOLS + 1] = {
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id = "toolSystem",
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name = "System Information",
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help = "What this machine is and what the engine chose to run on.",
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begin = function()
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local i = singeGetSystemInfo()
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local rows = {}
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local function line(label, value)
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rows[#rows + 1] = string.format("<div class='pair'><span class='label'>%s</span><span class='detail'>%s</span></div>", label, tostring(value))
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end
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line("Singe", i.version)
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line("System", i.os)
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line("Processor", i.cpu)
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line("Renderer", i.renderer)
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line("3D device", i.gpu)
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line("Video", i.decoder)
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line("Audio", i.audio)
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line("SoundFont", i.soundFont)
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line("MIDI", i.midi)
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line("Window", string.format("%d x %d, canvas %d x %d, overlay %d x %d",
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i.windowWidth, i.windowHeight, i.canvasWidth, i.canvasHeight, overlayGetWidth(), overlayGetHeight()))
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line("Data", i.dataPath)
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set("systemRows", table.concat(rows))
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end,
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}
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-- ===== 4. Light gun =====
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-- Where the gun is pointing, against the picture it is pointing at. A cabinet needs this every
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-- time the gun or the monitor moves, and nothing else in the engine shows the mapping from the
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-- gun's own coordinates to the canvas.
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-- The targets: one in the middle and one in each corner, set in far enough that a gun that is
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-- slightly out still puts its shot on the screen beside them.
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local GUN_SHOTS_KEPT = 12
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local GUN_INSET = 24
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local GUN_RING = 14
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local GUN_CENTRE = 2
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local GUN_CROSS = 8
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local gunShots = {}
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local gunLast = "none yet"
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TOOLS[#TOOLS + 1] = {
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id = "toolGun",
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name = "Light Gun",
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help = "Aim and fire: see where the shot actually lands.",
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begin = function()
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gunShots = {}
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gunLast = "none yet"
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end,
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input = function(what)
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if what == SWITCH_BUTTON1 then
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local x, y = mouseGetPosition(0)
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gunShots[#gunShots + 1] = { x = x, y = y }
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while #gunShots > GUN_SHOTS_KEPT do
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table.remove(gunShots, 1)
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end
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gunLast = string.format("%d, %d", x, y)
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return true
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elseif what == SWITCH_START1 or what == SWITCH_START2 then
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gunShots = {}
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return true
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end
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return false
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end,
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update = function()
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local w, h = overlayGetWidth(), overlayGetHeight()
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-- A target in the middle and one in each corner: a gun that is square on the picture puts
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-- its shots on them, and one that is not shows which way it is out.
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overlayClear()
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colorForeground(90, 90, 90)
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overlayBox(1, 1, w - 2, h - 2)
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overlayLine(w / 2, 0, w / 2, h)
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overlayLine(0, h / 2, w, h / 2)
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colorForeground(255, 255, 0)
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for _, p in ipairs({ { w / 2, h / 2 }, { GUN_INSET, GUN_INSET }, { w - GUN_INSET, GUN_INSET },
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{ GUN_INSET, h - GUN_INSET }, { w - GUN_INSET, h - GUN_INSET } }) do
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overlayCircle(p[1], p[2], GUN_RING)
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overlayCircle(p[1], p[2], GUN_CENTRE)
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end
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colorForeground(255, 60, 60)
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for _, shot in ipairs(gunShots) do
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overlayLine(shot.x - GUN_CROSS, shot.y, shot.x + GUN_CROSS, shot.y)
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overlayLine(shot.x, shot.y - GUN_CROSS, shot.x, shot.y + GUN_CROSS)
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end
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set("gunLast", gunLast)
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set("gunCount", tostring(#gunShots))
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end,
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finish = function()
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overlayClear()
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end,
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}
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-- ===== 5. Sound test =====
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-- Which speaker is which, and how loud each kind of sound is. A cabinet with its wires crossed
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-- sounds perfectly fine until something is meant to come from one side.
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local soundStep = 0
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local soundNames = { "left speaker", "right speaker", "both speakers" }
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local soundPans = { -1.0, 1.0, 0.0 }
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TOOLS[#TOOLS + 1] = {
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id = "toolSound",
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name = "Sound Test",
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help = "Left, right, both, and the disc's own audio tracks.",
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begin = function()
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soundStep = 0
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set("soundWhich", "press Button 1")
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local tracks = {}
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for t = 0, discGetAudioTracks() - 1 do
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local code = discGetLanguage(t)
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tracks[#tracks + 1] = string.format("%d:%s", t, (code ~= "" and code ~= "unk") and code or "unnamed")
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end
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set("soundTracks", (#tracks > 0) and table.concat(tracks, " ") or "the disc has none")
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end,
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input = function(what)
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if what == SWITCH_BUTTON1 then
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soundStep = (soundStep % #soundNames) + 1
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soundSetPan(SND_CLICK, soundPans[soundStep])
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soundPlay(SND_CLICK)
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set("soundWhich", soundNames[soundStep])
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return true
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elseif what == SWITCH_LEFT or what == SWITCH_RIGHT then
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-- Walk the disc's audio tracks, which is how a multi language release is checked.
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local count = discGetAudioTracks()
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if count > 1 then
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local next = (discGetAudioTrack() + ((what == SWITCH_RIGHT) and 1 or (count - 1))) % count
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discSetAudioTrack(next)
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set("soundWhich", string.format("disc track %d (%s)", next, discGetLanguage(next)))
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end
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return true
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end
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return false
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end,
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finish = function()
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soundSetPan(SND_CLICK, 0.0)
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end,
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}
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-- ===== 6. Display =====
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-- The monitor, and the picture's place on it. Scale, shift and rotation are live, so the operator
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-- sees what they are doing, and singeSaveGeometry keeps them in machine.cfg beside the audio delay
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-- -- once for the cabinet rather than once for every game.
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--
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-- The test pattern: a 16 by 12 grid, which is square on a 4:3 monitor and on a 16:9 one when the
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-- picture is letterboxed into it, and an eight step greyscale wedge a thirty-second of the width
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-- per step.
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local FULL_TURN = 360
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local DISP_COLUMNS = 16
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local DISP_ROWS = 12
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local DISP_STEPS = 8
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local DISP_STEP_WIDE = 32
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local DISP_WEDGE = 16
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local function displayShow()
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local x, y = vldpGetShift()
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set("dispValues", string.format("scale %d%% shift %d, %d rotation %d",
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vldpGetScale(), x, y, vldpGetRotate()))
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end
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TOOLS[#TOOLS + 1] = {
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id = "toolDisplay",
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name = "Display",
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help = "Size, position and rotation of the picture, and a test pattern.",
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begin = function()
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displayShow()
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set("dispSaved", "")
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end,
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input = function(what)
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local x, y = vldpGetShift()
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if what == SWITCH_LEFT then
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vldpSetShift(math.max(SINGE_SHIFT_MIN, x - 1), y)
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elseif what == SWITCH_RIGHT then
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vldpSetShift(math.min(SINGE_SHIFT_MAX, x + 1), y)
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elseif what == SWITCH_UP then
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vldpSetShift(x, math.max(SINGE_SHIFT_MIN, y - 1))
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elseif what == SWITCH_DOWN then
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vldpSetShift(x, math.min(SINGE_SHIFT_MAX, y + 1))
|
|
elseif what == SWITCH_BUTTON3 then
|
|
vldpSetScale(math.max(SINGE_SCALE_MIN, vldpGetScale() - 1))
|
|
elseif what == SWITCH_BUTTON4 then
|
|
vldpSetScale(math.min(SINGE_SCALE_MAX, vldpGetScale() + 1))
|
|
elseif what == SWITCH_COIN1 then
|
|
vldpSetRotate((vldpGetRotate() + SINGE_ROTATE_STEP) % FULL_TURN)
|
|
elseif what == SWITCH_START1 or what == SWITCH_START2 then
|
|
vldpSetScale(SINGE_SCALE_MAX)
|
|
vldpSetShift(0, 0)
|
|
vldpSetRotate(0)
|
|
elseif what == SWITCH_BUTTON1 then
|
|
singeSaveGeometry()
|
|
set("dispSaved", "kept for this machine")
|
|
return true
|
|
else
|
|
return false
|
|
end
|
|
displayShow()
|
|
set("dispSaved", "")
|
|
return true
|
|
end,
|
|
|
|
update = function()
|
|
-- A grid to square the picture up with, a bar of greys to set brightness by, and a frame
|
|
-- one pixel inside the edge: if any of the frame is missing, the monitor is overscanning.
|
|
local w, h = overlayGetWidth(), overlayGetHeight()
|
|
overlayClear()
|
|
colorForeground(60, 60, 60)
|
|
for gx = 0, w, math.floor(w / DISP_COLUMNS) do
|
|
overlayLine(gx, 0, gx, h)
|
|
end
|
|
for gy = 0, h, math.floor(h / DISP_ROWS) do
|
|
overlayLine(0, gy, w, gy)
|
|
end
|
|
-- The greyscale wedge. overlayBox draws an outline, so each step is filled by its own
|
|
-- columns; a monitor with its brightness wrong loses the dark end or the light one.
|
|
local step = math.floor(w / DISP_STEP_WIDE)
|
|
local first = math.floor((w - DISP_STEPS * step) / 2)
|
|
local top = math.floor(h / 2) - DISP_WEDGE
|
|
local bottom = math.floor(h / 2) + DISP_WEDGE
|
|
for i = 0, DISP_STEPS - 1 do
|
|
local level = math.floor(i * 255 / (DISP_STEPS - 1))
|
|
local left = first + i * step
|
|
colorForeground(level, level, level)
|
|
for x = left, left + step - 1 do
|
|
overlayLine(x, top, x, bottom)
|
|
end
|
|
end
|
|
-- Two frames, one inside the other: a monitor that overscans eats the outer one first.
|
|
colorForeground(255, 255, 255)
|
|
overlayBox(0, 0, w - 1, h - 1)
|
|
overlayBox(1, 1, w - 2, h - 2)
|
|
end,
|
|
|
|
finish = function()
|
|
overlayClear()
|
|
end,
|
|
}
|
|
|
|
|
|
-- ===== 7. Disc test =====
|
|
|
|
-- How long the disc takes to find a frame. A rip with its keyframes far apart seeks slowly, and
|
|
-- the only symptom in a game is that everything feels heavy; this measures it directly.
|
|
-- Twelve seeks spread over the disc, and a seek that has not landed in three seconds has failed
|
|
-- rather than been slow.
|
|
local DISC_SEEKS = 12
|
|
local DISC_SEEK_LIMIT = 3000
|
|
local discResults = {}
|
|
local discPending = nil
|
|
local discWorst = 0
|
|
|
|
|
|
TOOLS[#TOOLS + 1] = {
|
|
id = "toolDisc",
|
|
name = "Disc Test",
|
|
help = "Seek timing: how quickly the disc finds a frame.",
|
|
|
|
begin = function()
|
|
discResults = {}
|
|
discPending = nil
|
|
discWorst = 0
|
|
set("discRows", "<div class='row'>Button 1 runs the test.</div>")
|
|
end,
|
|
|
|
input = function(what)
|
|
if what == SWITCH_BUTTON1 and not discPending then
|
|
discResults = {}
|
|
discWorst = 0
|
|
discPending = { step = 0, started = 0 }
|
|
return true
|
|
end
|
|
return false
|
|
end,
|
|
|
|
update = function()
|
|
if not discPending then
|
|
return
|
|
end
|
|
if discPending.started == 0 then
|
|
-- Spread the targets over the whole disc rather than clustering, so a framefile's
|
|
-- segment changes are included in what is measured.
|
|
local total = discGetFrameCount()
|
|
discPending.step = discPending.step + 1
|
|
discPending.target = math.floor((discPending.step / DISC_SEEKS) * math.max(1, total - 1))
|
|
discPending.started = singeGetTicks()
|
|
discSearch(discPending.target)
|
|
return
|
|
end
|
|
if discGetFrame() == discPending.target or singeGetTicks() - discPending.started > DISC_SEEK_LIMIT then
|
|
local took = singeGetTicks() - discPending.started
|
|
discResults[#discResults + 1] = string.format("<div class='sub'>frame %d took %d ms</div>", discPending.target, took)
|
|
discWorst = math.max(discWorst, took)
|
|
discPending.started = 0
|
|
if discPending.step >= DISC_SEEKS then
|
|
discResults[#discResults + 1] = string.format("<div class='row'>worst <b>%d ms</b> over %d seeks</div>", discWorst, discPending.step)
|
|
discPending = nil
|
|
end
|
|
set("discRows", table.concat(discResults))
|
|
end
|
|
end,
|
|
|
|
finish = function()
|
|
discPending = nil
|
|
end,
|
|
}
|
|
|
|
|
|
-- ===== 8. Saved data =====
|
|
|
|
-- What each game has kept, and a way to throw it away. High scores are the usual reason: an
|
|
-- operator wants the board cleared without deleting the game. Each game saves into its own data
|
|
-- directory, so they are found by looking rather than by being told.
|
|
local saveDirs = {}
|
|
local saveSelected = 1
|
|
|
|
|
|
local function savedShow()
|
|
local rows = {}
|
|
if #saveDirs == 0 then
|
|
rows[#rows + 1] = "<div class='row'>No game has saved anything yet.</div>"
|
|
end
|
|
for i, entry in ipairs(saveDirs) do
|
|
local class = (i == saveSelected) and " class='selected'" or ""
|
|
rows[#rows + 1] = string.format("<div%s>%s <span class='sub'>%d bytes</span></div>", class, entry.name, entry.size)
|
|
end
|
|
set("savedRows", table.concat(rows))
|
|
end
|
|
|
|
|
|
TOOLS[#TOOLS + 1] = {
|
|
id = "toolSaved",
|
|
name = "Saved Data",
|
|
help = "What each game has kept, and clearing it.",
|
|
|
|
begin = function()
|
|
saveDirs = {}
|
|
saveSelected = 1
|
|
-- Every game's data directory is one below the root the engine was given.
|
|
-- lfs.dir hands back its iterator and the directory it walks; the iterator is useless
|
|
-- without it, so both are kept. pcall because the root need not exist yet.
|
|
local root = singeGetSystemInfo().dataRoot
|
|
local ok, iter, state = pcall(lfs.dir, root)
|
|
if ok then
|
|
for name in iter, state do
|
|
if name ~= "." and name ~= ".." then
|
|
local file = root .. name .. "/save.json"
|
|
local attr = lfs.attributes(file)
|
|
if attr and attr.mode == "file" then
|
|
saveDirs[#saveDirs + 1] = { name = name, path = file, size = attr.size }
|
|
end
|
|
end
|
|
end
|
|
end
|
|
table.sort(saveDirs, function(a, b) return a.name < b.name end)
|
|
savedShow()
|
|
end,
|
|
|
|
input = function(what)
|
|
if #saveDirs == 0 then
|
|
return false
|
|
end
|
|
if what == SWITCH_UP then
|
|
saveSelected = (saveSelected == 1) and #saveDirs or (saveSelected - 1)
|
|
savedShow()
|
|
return true
|
|
elseif what == SWITCH_DOWN then
|
|
saveSelected = (saveSelected == #saveDirs) and 1 or (saveSelected + 1)
|
|
savedShow()
|
|
return true
|
|
elseif what == SWITCH_BUTTON3 then
|
|
-- Button 3 rather than Button 1: Button 1 is "choose" everywhere else, and this
|
|
-- throws away somebody's high scores.
|
|
os.remove(saveDirs[saveSelected].path)
|
|
table.remove(saveDirs, saveSelected)
|
|
saveSelected = math.max(1, math.min(saveSelected, #saveDirs))
|
|
savedShow()
|
|
return true
|
|
end
|
|
return false
|
|
end,
|
|
}
|
|
|
|
|
|
-- ===== 9. MIDI =====
|
|
|
|
-- The ports this machine has, and whether anything is coming in or going out. Nothing is opened
|
|
-- until this tool asks, so a cabinet that never touches MIDI never pays for it.
|
|
-- Middle C on channel 1 at a plain mezzo-forte: loud enough to hear on any instrument, and on
|
|
-- the channel a synthesiser is most likely to have something assigned to.
|
|
local MIDI_TEST_CHANNEL = 1
|
|
local MIDI_TEST_NOTE = 60
|
|
local MIDI_TEST_VELOCITY = 100
|
|
local MIDI_SEEN_MAX = 8
|
|
local midiIn, midiOut = -1, -1
|
|
local midiSeen = {}
|
|
local midiDirty = false
|
|
|
|
|
|
local function midiShow()
|
|
local rows = {}
|
|
rows[#rows + 1] = string.format("<div class='row'>%d in, %d out</div>", midiInputCount(), midiOutputCount())
|
|
for i = 0, midiOutputCount() - 1 do
|
|
rows[#rows + 1] = string.format("<div class='sub'>out %d%s %s</div>", i, (i == midiOut) and " *" or "", midiOutputName(i))
|
|
end
|
|
for i = 0, midiInputCount() - 1 do
|
|
rows[#rows + 1] = string.format("<div class='sub'>in %d%s %s</div>", i, (i == midiIn) and " *" or "", midiInputName(i))
|
|
end
|
|
for _, m in ipairs(midiSeen) do
|
|
rows[#rows + 1] = string.format("<div class='sub'>received %s</div>", m)
|
|
end
|
|
set("midiRows", table.concat(rows))
|
|
end
|
|
|
|
|
|
function onMidiMessage(status, data1, data2, bytes)
|
|
midiSeen[#midiSeen + 1] = string.format("%02X %02X %02X", status, data1, data2)
|
|
while #midiSeen > MIDI_SEEN_MAX do
|
|
table.remove(midiSeen, 1)
|
|
end
|
|
midiDirty = true
|
|
end
|
|
|
|
|
|
TOOLS[#TOOLS + 1] = {
|
|
id = "toolMidi",
|
|
name = "MIDI Ports",
|
|
help = "List the ports, send a note, watch what arrives.",
|
|
|
|
begin = function()
|
|
midiSeen = {}
|
|
midiDirty = false
|
|
if midiOutputCount() > 0 and not midiIsOutputOpen() then
|
|
midiOut = midiOpenOutput(0) and 0 or -1
|
|
end
|
|
if midiInputCount() > 0 and not midiIsInputOpen() then
|
|
midiIn = midiOpenInput(0) and 0 or -1
|
|
end
|
|
midiShow()
|
|
end,
|
|
|
|
input = function(what)
|
|
if what == SWITCH_BUTTON1 and midiIsOutputOpen() then
|
|
midiNoteOn(MIDI_TEST_CHANNEL, MIDI_TEST_NOTE, MIDI_TEST_VELOCITY)
|
|
midiNoteOff(MIDI_TEST_CHANNEL, MIDI_TEST_NOTE)
|
|
return true
|
|
elseif what == SWITCH_BUTTON3 then
|
|
midiRescan()
|
|
midiShow()
|
|
return true
|
|
end
|
|
return false
|
|
end,
|
|
|
|
update = function()
|
|
if midiDirty then
|
|
midiDirty = false
|
|
midiShow()
|
|
end
|
|
end,
|
|
|
|
finish = function()
|
|
midiCloseInput()
|
|
midiCloseOutput()
|
|
midiIn, midiOut = -1, -1
|
|
end,
|
|
}
|
|
|
|
|
|
-- ===== 10. Frame statistics =====
|
|
|
|
TOOLS[#TOOLS + 1] = {
|
|
id = "toolStats",
|
|
name = "Frame Statistics",
|
|
help = "The developer's overlay: frame time, what is alive, what the disc is doing.",
|
|
|
|
begin = function()
|
|
set("statsState", statsIsEnabled() and "on" or "off")
|
|
end,
|
|
|
|
input = function(what)
|
|
if what == SWITCH_BUTTON1 then
|
|
statsEnable(not statsIsEnabled())
|
|
set("statsState", statsIsEnabled() and "on" or "off")
|
|
return true
|
|
end
|
|
return false
|
|
end,
|
|
}
|