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1
Scripting / Re: Controls module v1.0!
« Last post by liquid8d on Today at 06:00:29 PM »
Is it possible to make a sub-menu that popups when you press a specific button? Would be great to see a code snippet I can steal to incorporate into themes. :)
The layouts are already so crowded so I'm having a hard time imaging how to fit the buttons I want.

The sample layout does exactly that. It toggles a menu surface when a signal is received, enables the controls, and hooks control actions to return and disable/hide the menu.

If your layout is crowded, use a toggle then overlay a new surface that "hides" or covers the main one. It depends on what you want the controls to do, whether it seems appropriate to still see the layout while using the controls.
2
Scripting / Re: ScrollingText by press a button
« Last post by liquid8d on Today at 05:57:37 PM »
Yes, you can modify the scroll_obj.settings.speed_x and speed_y to speed up, slow down or stop scrolling. Tie this with a signal handler, and you are all set...

Here you go:
Code: [Select]
local scroller= ScrollingText.add( "This scroll can be stopped/started", 0, 0, fe.layout.width, 75, ScrollType.HORIZONTAL_BOUNCE );
fe.add_signal_handler(this, "on_signal");
function on_signal(str) {
    if ( str == "custom1" ) {
        //toggle horizontal scroll (use speed_y for vertical)
        if ( scroller.settings.speed_x == 1 ) {
            //stop scrolling
            scroller.settings.speed_x = 0;
            //reset text position (might want to change this depending on scroll type)
            scroller.text.x = 0;
            //reset to far right of scroll object
            //scroller.text.x = scroller.surface.width
        } else {
            //start scrolling
            scroller.settings.speed_x = 1;
        }
        return true;
    }
    return false;
}
3
Scripting / Re: KeyboardSearch module
« Last post by liquid8d on Today at 03:48:22 PM »
Oh, great, I see what you mean now - next_match already selects the next match in the results, but show_results doesn't. Might take me a day or two to work out some of the bugs and add a few features I want, but should have an update pretty soon  :D

As for where to put videos (yes, ublock origin saved me):
https://gfycat.com (converts to gifs, which you can then include in your post with the img tag)
https://www.dropbox.com (create a share link, it will auto-embed videos to play)
https://youtube.com (self explanatory) :)
https://vimeo.com (alternate option)
4
Themes / Re: flipper "theme preview"
« Last post by jedione on Today at 11:12:31 AM »
actuality,, it will be a layout toggle button for quick change of the look...

5
Scripting / Re: KeyboardSearch module
« Last post by liquid8d on Today at 10:24:34 AM »
I'll check this out tonight. I was able to get typing working for the most part.. still have to figure out some things, like if your search key is a letter, you obviously can't use it to toggle search for instance.
6
General / Re: No sounds at first
« Last post by pocketpal on Today at 09:13:26 AM »
I have no issue using attract as a shell. Then again, I haven’t used XP in over a decade.

My cabinet is over a decade old  ;)

Maybe its focus, try turning off console in options

Thanks for the suggestion, but I am running the "no-console" version.
7
Scripting / Re: ScrollingText by press a button
« Last post by Neosys on Today at 08:43:50 AM »
Did I understand correctly that it would be possible with the button on and off?
But how? Can you help me?
Thanks!
8
Scripting / Re: Controls module v1.0!
« Last post by calle81 on Today at 06:01:24 AM »
Is it possible to make a sub-menu that popups when you press a specific button? Would be great to see a code snippet I can steal to incorporate into themes. :)
The layouts are already so crowded so I'm having a hard time imaging how to fit the buttons I want.
9
Themes / Re: flipper "theme preview"
« Last post by bundangdon on Today at 05:58:14 AM »
Great work! Very elegant and polished. Although i'd rather have the video/screenshot in the middle and the games-menu on the left or right. That's just my preference though  ;D
10
Scripting / Re: KeyboardSearch module
« Last post by Arcadefan1 on Today at 05:15:52 AM »
Hi guys!
I've figured it out. When I add a line of code, the search result will update the shown artwork on the fly, every time you change the search term. Before the change it seems that it is only done when the "fe.list.search_rule" is set with content for the first time. After that the artwork won't refresh. So what I did was clear the search_rule before adding another letter to the search term...

Look at the code snippet...
Code: [Select]
//update the current search rule
    function update_rule()
    {
        try
        {
            local rule = "Title contains " + _massage(text)
            print( "Rule: " + rule )
            switch ( config.mode )
            {
                case "next_match":
                    print("jumping to: " + text)
                    if ( text.len() == 0 ) return
                    local s = fe.filters[fe.list.filter_index].size
                    for ( local i = 1; i < s; i++ )
                    {
                        local name = fe.game_info( Info.Title, i ).tolower()
                        if ( regexp( text ).capture(name) ) {
                            fe.list.index = (fe.list.index+i)%s
                            break
                        }
                    }
                    break
                case "show_results":
                default:
                    print("results for: " + text)
                    //fe.list.search_rule = "Title contains mario"

 // the following line does the trick
    fe.list.search_rule = ""
// -------------------------------------------------

                    fe.list.search_rule = ( text.len() > 0 ) ? rule : ""
                    break
            }
        } catch ( err ) { print( "Unable to apply filter: " + err ); }
    }


I run attract mode on my vertical CRT cab. Have a look at how I have integrated the search module...
http://sendvid.com/thyu2zdh
Probably not the best video hoster, but I have no idea how to show you guys a video here

Edit:

Ok! Just skip the video if you don't have an add blocker... it just showed me an ass. ;) ok, the ass was not bad, but who knows what comes along with it..????
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