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Messages - millercentral

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Scripting / Re: How to set a list filter from a plug-in script
« on: September 03, 2020, 09:43:46 PM »
Update: I figured it out. This works:
Code: [Select]
filter_id = null;
for( local i = 0; i < fe.filters.len(); i++ ) {
    if ( fe.filters[i].name == "foo" ) filter_id = i;
if ( filter_id != null ) fe.list.filter_index = filter_id;

Scripting / How to set a list filter from a plug-in script
« on: September 03, 2020, 05:53:24 PM »
I'm a scripting novice, but I'm trying to programmatically set a filter on the current layout game list from a plug-in, and I'm hoping someone can offer a bit of advice.

If the filter is named "foo", it seems like I should do this (based on the find function described here:

Code: [Select]
filter_id = fe.filters.find("foo");
if ( filter_id != null ) fe.list.filter_index = filter_id;

However, this doesn't seem to work, reporting "AN ERROR HAS OCCURED [the index 'find' does not exist]" in the console when run.

What is the right way to do this? Thanks in advance for any help!

Themes / Re: Arcadeflow theme v 1.5 [Release] Updated 28 May 2018
« on: May 29, 2018, 08:52:01 AM »
New version works GREAT when using hotkeys to rotate left or right, thank you! The only thing not yet working is when RotationControl plug in auto rotates the layout when returning from a game based on that games orientation. To repro:

  • Enable the RotationControl plugin, and set it to Auto Rotate (I also disabled PreserveAspectRatio).
  • From a horizontal aspect ratio, launch a vertical game, then exit the game
  • AM comes back with the layout stretched vertically.

I'm no coder, but I assume adding a Transition.FromGame case in the transition callback would catch this edge case.

Themes / Re: Arcadeflow theme v 1.4 [Release] Updated 22 Apr 2018
« on: May 28, 2018, 11:24:38 AM »
While it took me a minute to understand I needed to resize my snaps (thanks for the scripts!) - I now have this theme working great on my cab, including the very nice Pop background. I really love how fast it is and how easy it is to navigate through large lists. Thank you for all the work on this!

I do have an "advanced usage" question, that may or may not be supported:  I have 3-sided cocktail style cabinet, and I would like to be able to rotate the theme between Horizontal and Vertical orientations on demand.  Attract Mode supports this (both with "toggle_rotate_right" button assignment, and with the "RotationControl" plugin which rotates the theme based on the orientation of the last run game). However, when I rotate ArcadeFlow, it squeezes the Horizontal layout into the vertical dimensions, rather than reloading with the vertical-optimized layout.

Is there anyway to trigger ArcadeFlow to recognize the orientation change and reload for the current AttractMode orientation when Toggle_Rotate_Right (for example) is pressed?

Thank you again for this great theme, and for the helper scripts to make setup great.

Scripting / override input_map from script?
« on: December 27, 2016, 04:15:02 PM »
Hello. Does anyone know of a way to change the input_map during runtime? For example, a hypothetical function:

fe.set_input(input_name, input_id, replace_existing)  // replace_existing true=replace current map with new id, false=add id as additional map

eg. fe.set_input("up", "Joy0 Up", true)

But it doesn't look like this is possible (so perhaps this is a feature request then.. ;). I'm sure there are other options that would be great to be able to reach during runtime, such as volume, but input_map adjustments is most important for my needs.


Scripting / Debugging themes/modules/plugins
« on: December 14, 2016, 07:08:27 PM »
What is everybody's approach to script debugging? Is printing to the console the only option?

Themes / Re: ULTRADASH (WIP)
« on: December 07, 2016, 08:13:00 AM »
Maybe try and do it in parts? Start with just the game selection view (using AM system menus to switch systems), release that to get test/feedback, then try and implement the system selection menu?

One additional suggestion -- could you add a small stripe along the bottom with the input legends for the FE (ie "up/down joystick" - scroll list, "red button" - start game, "blue button" - info, "green button" - menu, etc...)

Sure we may need to customize it for our setup, but would be very helpful for novice users of the cabinet...

Looks great! Is the .nut and supporting files available anywhere?

Fantastic, thanks!

Can anyone suggest a way to tell in a layout.nut or plug-in if the currently selected item in a romlist has been tagged (for example as a favorite, or with a custom tag)? I can't seem to figure out how to do this...

General / Re: layout questions/requests
« on: March 16, 2015, 09:15:55 AM »
Awesome, much appreciated cools. Really looking forward to digging in here.

General / layout questions/requests
« on: March 14, 2015, 09:05:55 PM »
Hello, I'm just beginning my learning around Attract Mode, and I have a couple of questions about :

1. Is it possible to create a "n x n image list box" that scrolls, similar to how the iCade 60-in-1 game selection menu works:

2. Is it possible with scripting to bring up a popup-window (via keypress) that shows an image or other information (such as game info or a controller map)?

3. Is there a way to let a user cycle through a mix of custom authored romlists, "special" lists (like Favorites or Most Played) and preset filters against a master game list? (ie Top 100, Favorite, Most Played, Maze Games, Spinner Games, All Games).


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