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layouts.lua
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layouts.lua
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package.loaded.utils = nil
local utils = require "utils"
local subclass = utils.subclass
local classInstantiate = utils.classInstantiate
local Layout = {
elements = {},
margin = 6,
}
function Layout:update()
if self.game.updateAddresses then
-- Update dynamic addresses (usually, pointers that can move)
self.game:updateAddresses()
end
for _, element in pairs(self.elements) do
-- Update elements which are not hidden and have an update function
if element:getVisible() and element.update then element:update() end
end
if self.autoPositioningActive and not self.autoPositioningDone then
-- Auto-positioning window elements should be done
-- once we've added valid content to the labels for the first time,
-- so that we get accurate label sizes.
-- Thus this step is done at the end of the first update(),
-- rather than in init().
self:autoPositionElements()
self.autoPositioningDone = true
end
end
function Layout:activateAutoPositioningX(positioningType)
-- Auto-position layout elements left to right.
self.autoPositioningActive = true
self.autoPositioningDone = false
self.autoPositioningCoord = 'x'
self.autoPositioningType = positioningType or 'fill'
end
function Layout:activateAutoPositioningY(positioningType)
-- Auto-position layout elements top to bottom.
self.autoPositioningActive = true
self.autoPositioningDone = false
self.autoPositioningCoord = 'y'
self.autoPositioningType = positioningType or 'fill'
end
-- Figure out a working set of positions for the window elements.
--
-- Positions are calculated based on the window size and element sizes,
-- so that the elements get evenly spaced from end to end of the window.
function Layout:autoPositionElements()
local function getElementLength(element_)
if self.autoPositioningCoord == 'x' then return element_:getWidth()
else return element_:getHeight() end
end
local function getWindowLength()
if self.autoPositioningCoord == 'x' then return self.window:getWidth()
else return self.window:getHeight() end
end
local function getElementOtherCoordPos(element_)
if self.autoPositioningCoord == 'x' then return element_:getTop()
else return element_:getLeft() end
end
local function applyAutoPosition(element_, pos_)
-- Apply the auto-calculated position coordinate while maintaining the
-- other coordinate.
if self.autoPositioningCoord == 'x' then
element_:setPosition(pos_, element_:getTop())
else
element_:setPosition(element_:getLeft(), pos_)
end
end
-- Only deal with elements that aren't hidden from view.
local elements = {}
for _, element in pairs(self.elements) do
if element:getVisible() then
table.insert(elements, element)
end
end
-- Figure out the total length of the elements if they were put
-- side by side without any spacing.
local lengthSum = 0
for _, element in pairs(elements) do
lengthSum = lengthSum + getElementLength(element)
end
local minPos = nil
local elementSpacing = nil
if self.autoPositioningType == 'fill' then
-- Have a margin at each end of the window,
-- and space out the elements uniformly.
--
-- It's possible for the spacing to be negative, meaning elements will
-- overlap. The layout specification should fix this situation by making the
-- window bigger.
minPos = self.margin
local maxPos = getWindowLength() - self.margin
local numSpaces = #(elements) - 1
elementSpacing = (maxPos - minPos - lengthSum) / (numSpaces)
elseif self.autoPositioningType == 'compact' then
-- Have a margin at the start of the window,
-- and position the elements compactly one after the other from there.
minPos = self.margin
elementSpacing = self.margin
end
local currentPos = minPos
for _, element in pairs(elements) do
applyAutoPosition(element, currentPos)
currentPos = currentPos + getElementLength(element) + elementSpacing
end
end
function Layout:openToggleDisplayWindow()
-- Create a window
local window = createForm(true)
-- Add checkboxes and associated labels
local checkboxes = {}
local toggleableElements = {}
local currentY = self.margin
for _, element in pairs(self.elements) do
if element.checkboxLabel then
local checkbox = createCheckBox(window)
table.insert(checkboxes, checkbox)
table.insert(toggleableElements, element)
-- Initialize the checkbox according to the element's visibility.
-- Note that cbChecked is a Cheat Engine defined global value.
if element:getVisible() then
checkbox:setState(cbChecked)
end
checkbox:setPosition(self.margin, currentY)
checkbox:setCaption(element.checkboxLabel)
local font = checkbox:getFont()
font:setSize(9)
currentY = currentY + 20
end
end
-- Add an OK button in the window, which would apply the checkbox values
-- and close the window
local okButton = createButton(window)
okButton:setPosition(100, currentY)
okButton:setCaption("OK")
okButton:setSize(30, 25)
local okAction = utils.curry(
self.toggleDisplayOKAction, self, window, toggleableElements, checkboxes)
okButton:setOnClick(okAction)
-- Add a Cancel button in the window, which would just close the window
local cancelButton = createButton(window)
cancelButton:setPosition(140, currentY)
cancelButton:setCaption("Cancel")
cancelButton:setSize(50, 25)
cancelButton:setOnClick(utils.curry(window.close, window))
window:setSize(200, currentY + 30)
window:centerScreen()
window:setCaption("Elements to show")
end
function Layout:toggleDisplayOKAction(window, toggleableElements, checkboxes)
-- Show/hide each toggle-able element based on checkbox values
for n = 1, #toggleableElements do
toggleableElements[n]:setVisible(checkboxes[n]:getState() == cbChecked)
end
-- Trigger another run of auto-positioning
self.autoPositioningDone = false
-- Close the checkboxes window
window:close()
end
function Layout:setBreakpointUpdateMethod()
self.updateMethod = 'breakpoint'
end
function Layout:setUpdatesPerSecond(timesPerSecond)
self.updateMethod = 'timer'
-- updateTimeInterval is measured in milliseconds
self.updateTimeInterval = 1000/timesPerSecond
end
function Layout:setButtonUpdateMethod(updateButton)
self.updateMethod = 'button'
self.updateButton = updateButton
end
function Layout:addElement(creationCallable, passedOptions)
local options = {}
-- First apply default options
if self.labelDefaults then
utils.updateTable(options, self.labelDefaults)
end
-- Then apply passed-in options, replacing default options of the same keys
if passedOptions then
utils.updateTable(options, passedOptions)
end
local element = creationCallable(options)
element:setPosition(options.x or self.margin, options.y or self.margin)
element.checkboxLabel = options.checkboxLabel or nil
table.insert(self.elements, element)
return element
end
local SimpleElement = {
uiObj = nil,
update = nil,
}
function SimpleElement:getWidth() return self.uiObj:getWidth() end
function SimpleElement:getHeight() return self.uiObj:getHeight() end
function SimpleElement:getLeft() return self.uiObj:getLeft() end
function SimpleElement:getTop() return self.uiObj:getTop() end
function SimpleElement:setPosition(x, y) self.uiObj:setPosition(x, y) end
function SimpleElement:getVisible() return self.uiObj:getVisible() end
function SimpleElement:setVisible(b) self.uiObj:setVisible(b) end
local function applyFontOptions(uiObj, options)
local font = uiObj:getFont()
-- Font size seems to be mandatory in CE; the others aren't
font:setSize(options.fontSize or 12)
if options.fontName ~= nil then font:setName(options.fontName) end
if options.fontColor ~= nil then font:setColor(options.fontColor) end
end
local LayoutLabel = subclass(SimpleElement)
function LayoutLabel:setCaption(c) self.uiObj:setCaption(c) end
function LayoutLabel:init(window, options)
options = options or {}
options.text = options.text or ""
self.displayFuncs = {}
-- Call the Cheat Engine function to create a label.
self.uiObj = createLabel(window)
self:setCaption(options.text)
applyFontOptions(self.uiObj, options)
end
function LayoutLabel:update()
local displayTexts = {}
for _, displayFunc in pairs(self.displayFuncs) do
table.insert(displayTexts, displayFunc())
end
local labelDisplay = table.concat(displayTexts, '\n')
self:setCaption(labelDisplay)
end
function Layout:addLabel(options)
local creationCallable = utils.curry(
classInstantiate, LayoutLabel, self.window)
local label = self:addElement(creationCallable, options)
self.lastAddedLabel = label
return label
end
-- Add a text-displayable item to the current label.
function Layout:addItem(item, passedDisplayOptions)
if not self.lastAddedLabel then
error("Must add a label before adding an item.")
end
local displayOptions = {}
-- First apply default options
if self.itemDisplayDefaults then
for k, v in pairs(self.itemDisplayDefaults) do displayOptions[k] = v end
end
-- Then apply passed-in options, replacing default options of the same keys
if passedDisplayOptions then
for k, v in pairs(passedDisplayOptions) do displayOptions[k] = v end
end
if tostring(type(item)) == 'string' then
-- Assume the item is just a constant string to display directly.
table.insert(
self.lastAddedLabel.displayFuncs,
utils.curry(function(s) return s end, item)
)
elseif tostring(type(item)) == 'function' then
-- Assume the item is a function which returns the desired
-- value as a string, and takes display options.
table.insert(
self.lastAddedLabel.displayFuncs,
utils.curry(item, displayOptions)
)
else
-- Assume the item is a table where item:display(displayOptions)
-- would get the desired value as a string, while applying the options.
table.insert(
self.lastAddedLabel.displayFuncs,
utils.curry(item.display, item, displayOptions)
)
end
end
-- This class is mostly redundant with Cheat Engine's defined Button class,
-- but we define our own LayoutButton (wrapping around CE's Button) for:
-- (1) consistency with other layout element classes
-- (2) not confusing CE's Button update() function with the update() function
-- our Layout class looks for in elements
local LayoutButton = subclass(SimpleElement)
function LayoutButton:setOnClick(f) self.uiObj:setOnClick(f) end
function LayoutButton:setCaption(c) self.uiObj:setCaption(c) end
function LayoutButton:init(window, text, options)
options = options or {}
self.uiObj = createButton(window)
self:setCaption(text)
applyFontOptions(self.uiObj, options)
local buttonFontSize = self.uiObj:getFont():getSize()
local buttonWidth = buttonFontSize * #text -- Based on char count
local buttonHeight = buttonFontSize * 1.8 + 6
self.uiObj:setSize(buttonWidth, buttonHeight)
end
function Layout:addButton(text, options)
local creationCallable = utils.curry(
classInstantiate, LayoutButton, self.window, text)
return self:addElement(creationCallable, options)
end
local StickInputImage = subclass(SimpleElement)
function StickInputImage:init(window, stickX, stickY, options)
options = options or {}
-- Line color; default = black
local foregroundColor = options.foregroundColor or 0x000000
local backgroundColor = options.backgroundColor or 0xF0F0F0
-- Size of the image
self.sizex = options.sizex or options.size or 100
self.sizey = options.sizey or options.size or 100
-- Thickness of lines drawn
self.lineThickness = options.lineThickness or 2
-- Min and max of the stickX and stickY value ranges
self.max = options.max or 1
self.min = options.min or -self.max
-- Should diagonals be confined to a square or circle?
-- Controller sticks are generally confined to a circle, but note
-- that TAS input gets a full square range to use.
-- However, most games should treat out-of-circle inputs as if they were
-- clamped to a circle anyway.
self.square = options.square or false
self.uiObj = createImage(window)
self.uiObj:setSize(self.sizex, self.sizey)
self.canvas = self.uiObj:getCanvas()
-- Brush: ellipse/rect fill
self.canvas:getBrush():setColor(backgroundColor)
-- Pen: ellipse/rect outline, line()
self.canvas:getPen():setColor(foregroundColor)
self.canvas:getPen():setWidth(self.lineThickness)
-- Initialize the whole image with the brush color
self.canvas:fillRect(0,0, self.sizex,self.sizey)
self.stickX = stickX
self.stickY = stickY
end
function StickInputImage:update()
if not self.stickX:isValid() then return end
local sizex = self.sizex
local sizey = self.sizey
-- Clear the image and redraw the outline.
self.canvas:clear()
if self.square then
self.canvas:rect(1,1, sizex,sizey)
else
self.canvas:ellipse(0,0, sizex,sizey)
end
-- Draw a line indicating where the stick is currently positioned.
local xCenter = sizex/2
local yCenter = sizey/2
local radius = sizex/2
local xRaw = self.stickX:get()
local yRaw = self.stickY:get()
-- stickX and stickY range from min to max. Transform that to a range from
-- 0 to width.
-- stickY goes bottom to top while image coordinates go
-- top to bottom, so we need to invert the Y pixel number.
local xInZeroToOneRange = (xRaw - self.min) / (self.max - self.min)
local yInZeroToOneRange = (yRaw - self.min) / (self.max - self.min)
local xPixel = xInZeroToOneRange * sizex
local yPixel = sizey - (yInZeroToOneRange * sizey)
if not self.square then
-- Confine the stick position to the circular range.
local distanceFromCenter = math.sqrt(
(xPixel - xCenter) * (xPixel - xCenter)
+ (yPixel - yCenter) * (yPixel - yCenter))
if distanceFromCenter > radius then
-- Position is outside the circle. Snap the position to the edge of
-- the circle, preserving direction from center. (We assume this is
-- how most circular-ranged games treat such inputs).
xPixel = (xPixel - xCenter)*(radius / distanceFromCenter) + xCenter
yPixel = (yPixel - yCenter)*(radius / distanceFromCenter) + yCenter
end
end
-- Draw a line from the center to the stick position.
self.canvas:line(xCenter,yCenter, xPixel,yPixel)
end
local AnalogTriggerInputImage = subclass(SimpleElement)
function AnalogTriggerInputImage:init(window, triggerL, triggerR, options)
options = options or {}
-- Line and meter-fill color; default = black
self.foregroundColor = options.foregroundColor or 0x000000
-- Background; should match the window color
self.backgroundColor = 0xF0F0F0
-- Size of the image
self.width = options.width or 100
self.height = options.height or 15
-- Thickness of lines drawn
self.lineThickness = options.lineThickness or 2
-- Max value of the trigger range
self.max = options.max or 1
self.uiObj = createImage(window)
self.uiObj:setSize(self.width, self.height)
self.canvas = self.uiObj:getCanvas()
-- Brush: ellipse/rect fill
self.canvas:getBrush():setColor(self.backgroundColor)
-- Pen: ellipse/rect outline, line()
self.canvas:getPen():setColor(self.foregroundColor)
self.canvas:getPen():setWidth(self.lineThickness)
-- Fill the canvas with the background color
self.canvas:fillRect(0,0, self.width,self.height)
local gapBetweenMeters = math.floor(self.width / 20)
-- Depending on whether the width and meter gap are odd/even, the gap will
-- either be honored exactly or will be 1 greater than specified.
self.meterOuterWidth = math.floor((self.width - gapBetweenMeters)/2)
self.meterInnerWidth = self.meterOuterWidth - self.lineThickness
self:redrawMeterOutlines()
self.triggerL = triggerL
self.triggerR = triggerR
end
function AnalogTriggerInputImage:redrawMeterOutlines()
self.canvas:getBrush():setColor(self.backgroundColor)
self.canvas:rect(1,1, self.meterOuterWidth,self.height)
self.canvas:rect(self.width-self.meterOuterWidth,1, self.width,self.height)
end
function AnalogTriggerInputImage:update()
if not self.triggerL:isValid() then return end
self:redrawMeterOutlines()
self.canvas:getBrush():setColor(self.foregroundColor)
-- Left meter fill
local fractionL = self.triggerL:get() / self.max
self.canvas:fillRect(
self.lineThickness/2 + self.meterInnerWidth*(1-fractionL), 1,
self.lineThickness/2 + self.meterInnerWidth, self.height)
-- Right meter fill
local fractionR = self.triggerR:get() / self.max
self.canvas:fillRect(
self.width - (self.lineThickness/2 + self.meterInnerWidth),
1,
self.width - (self.lineThickness/2 + self.meterInnerWidth*(1-fractionR)),
self.height)
end
local AnalogTwoSidedInputImage = subclass(SimpleElement)
function AnalogTwoSidedInputImage:init(window, analogInput, options)
options = options or {}
-- Line and meter-fill color; default = black
self.foregroundColor = options.foregroundColor or 0x000000
-- Background; should match the window color
self.backgroundColor = 0xF0F0F0
-- Size of the image
self.width = options.width or 100
self.height = options.height or 15
-- Thickness of lines drawn
self.lineThickness = options.lineThickness or 2
-- Min and max value of the analog range
self.max = options.max or 1
self.min = options.min or -self.max
self.uiObj = createImage(window)
self.uiObj:setSize(self.width, self.height)
self.canvas = self.uiObj:getCanvas()
-- Brush: ellipse/rect fill
self.canvas:getBrush():setColor(self.backgroundColor)
-- Pen: ellipse/rect outline, line()
self.canvas:getPen():setColor(self.foregroundColor)
self.canvas:getPen():setWidth(self.lineThickness)
self.meterInnerWidth = self.width - self.lineThickness
self.analogInput = analogInput
end
function AnalogTwoSidedInputImage:update()
if not self.analogInput:isValid() then return end
-- Meter border and center
self.canvas:getBrush():setColor(self.backgroundColor)
self.canvas:rect(1,1, self.width/2,self.height)
self.canvas:rect(self.width/2,1, self.width,self.height)
-- Meter fill
self.canvas:getBrush():setColor(self.foregroundColor)
local fraction = (self.analogInput:get() - self.min) / (self.max - self.min)
if fraction <= 0.5 then
self.canvas:fillRect(
self.lineThickness/2 + self.meterInnerWidth*fraction, 1,
self.lineThickness/2 + self.meterInnerWidth/2, self.height)
else
self.canvas:fillRect(
self.lineThickness/2 + self.meterInnerWidth/2, 1,
self.lineThickness/2 + self.meterInnerWidth*fraction, self.height)
end
end
function Layout:addImage(ImageClass, args, options)
local creationCallable = utils.curry(
classInstantiate, ImageClass, self.window, unpack(args))
return self:addElement(creationCallable, options)
end
-- A UI element that holds other elements.
local CompoundElement = {
elements = {},
position = nil,
}
function CompoundElement:addElement(relativePosition, uiObj)
table.insert(self.elements, {relativePosition=relativePosition, uiObj=uiObj})
end
function CompoundElement:getWidth()
local width = 0
for _, element in pairs(self.elements) do
width = math.max(
width, element.relativePosition[1] + element.uiObj:getWidth())
end
return width
end
function CompoundElement:getHeight()
local height = 0
for _, element in pairs(self.elements) do
height = math.max(
height, element.relativePosition[2] + element.uiObj:getHeight())
end
return height
end
function CompoundElement:getLeft()
return self.position[1]
end
function CompoundElement:getTop()
return self.position[2]
end
function CompoundElement:positionElements()
for _, element in pairs(self.elements) do
element.uiObj:setPosition(
self.position[1] + element.relativePosition[1],
self.position[2] + element.relativePosition[2]
)
end
end
function CompoundElement:setPosition(x, y)
self.position = {x, y}
self:positionElements()
end
function CompoundElement:getVisible()
-- We'll assume we're either hiding all or none of the sub-elements,
-- so checking just the first sub-element should suffice.
return self.elements[1].uiObj:getVisible()
end
function CompoundElement:setVisible(b)
for _, element in pairs(self.elements) do
element.uiObj:setVisible(b)
end
end
-- Writing stats to a file.
local FileWriter = subclass(CompoundElement)
utils.updateTable(FileWriter, {
button = nil,
timeLimitField = nil,
secondsLabel = nil,
timeElapsedLabel = nil,
endFrame = nil,
framerate = nil,
currentlyTakingStats = false,
currentFrame = nil,
valuesTaken = nil,
})
function FileWriter:init(window, game, filename, outputStringGetter, options)
options = options or {}
self.framerate = game.framerate
self.filename = filename
self.outputStringGetter = outputStringGetter
self:initializeUI(window, options)
end
function FileWriter:initializeUI(window, options)
self.button = createButton(window)
self.button:setCaption("Take stats")
self.button:setOnClick(utils.curry(self.startTakingStats, self))
self.timeLimitField = createEdit(window)
self.timeLimitField.Text = "10"
self.secondsLabel = classInstantiate(LayoutLabel, window, options)
self.secondsLabel:setCaption("seconds")
self.timeElapsedLabel = classInstantiate(LayoutLabel, window, options)
-- Allow auto-layout to detect an appropriate width for this element
-- even though it's not active yet. (Example display: 10.00)
self.timeElapsedLabel:setCaption(" ")
applyFontOptions(self.button, options)
applyFontOptions(self.timeLimitField, options)
-- Add the elements to the layout.
local buttonX = 10
local buttonFontSize = self.button:getFont():getSize()
local buttonWidth = buttonFontSize * 10
local buttonHeight = buttonFontSize * 2.0 + 8
self:addElement({buttonX, 0}, self.button)
self.button:setSize(buttonWidth, buttonHeight)
local timeLimitFieldX = buttonX + buttonWidth + 5
local timeLimitFieldFontSize = self.timeLimitField:getFont():getSize()
local timeLimitFieldWidth = timeLimitFieldFontSize * 5
local timeLimitFieldHeight = buttonFontSize * 1.5
self:addElement({timeLimitFieldX, 0}, self.timeLimitField)
self.timeLimitField:setSize(timeLimitFieldWidth, timeLimitFieldHeight)
local secondsLabelX = timeLimitFieldX + timeLimitFieldWidth + 5
local secondsLabelY = 3
self:addElement({secondsLabelX, secondsLabelY}, self.secondsLabel)
local timeElapsedLabelX = secondsLabelX + self.secondsLabel:getWidth() + 15
local timeElapsedLabelY = 3
self:addElement({timeElapsedLabelX, timeElapsedLabelY}, self.timeElapsedLabel)
end
function FileWriter:startTakingStats()
-- Get the time limit from the field. If it's not a valid number,
-- don't take any stats.
local seconds = tonumber(self.timeLimitField.Text)
if seconds == nil then return end
self.endFrame = self.framerate * seconds
self.currentlyTakingStats = true
self.currentFrame = 1
self.valuesTaken = {}
-- Change the Start taking stats button to a Stop taking stats button
self.button:setCaption("Stop stats")
self.button:setOnClick(utils.curry(self.stopTakingStats, self))
-- Disable the time limit field
self.timeLimitField:setEnabled(false)
end
function FileWriter:takeStat()
self.valuesTaken[self.currentFrame] = self.outputStringGetter()
-- Display the current frame count
self.timeElapsedLabel:setCaption(
string.format("%.2f", self.currentFrame / self.framerate))
self.currentFrame = self.currentFrame + 1
if self.currentFrame > self.endFrame then
self:stopTakingStats()
end
end
function FileWriter:stopTakingStats()
-- Collect the stats in string form and write them to a file.
--
-- This file will be created in either:
-- (A) The same directory as the cheat table you have open.
-- (B) The same directory as the Cheat Engine .exe file, it you don't
-- have a cheat table open.
local statsStr = table.concat(self.valuesTaken, "\n")
local statsFile = io.open(self.filename, "w")
statsFile:write(statsStr)
statsFile:close()
self.currentlyTakingStats = false
self.currentFrame = nil
self.valuesTaken = {}
self.endFrame = nil
self.button:setCaption("Take stats")
self.button:setOnClick(utils.curry(self.startTakingStats, self))
self.timeLimitField:setEnabled(true)
self.timeElapsedLabel:setCaption("")
end
function FileWriter:update()
if self.currentlyTakingStats then
self:takeStat()
end
end
function Layout:addFileWriter(
item, filename, passedOutputOptions, initOptions)
-- Create a callable that will get a display of the tracked value
-- for file writing.
local outputOptions = {nolabel=true}
if passedOutputOptions then
utils.updateTable(outputOptions, passedOutputOptions)
end
local outputStringGetter = nil
if tostring(type(item)) == 'function' then
-- We'll call the item (a function) to get the output string.
outputStringGetter = item
elseif item.display then
-- We'll call the item's display() function to get the output string.
outputStringGetter = utils.curry(item.display, item, outputOptions)
else
error("Don't know how to get file output from this item: "..tostring(item))
end
local creationCallable = utils.curry(
classInstantiate, FileWriter,
self.window, self.game, filename, outputStringGetter, initOptions)
return self:addElement(creationCallable, options)
end
local EditableValue = subclass(CompoundElement)
utils.updateTable(EditableValue, {
valueObj = nil,
valueLabel = nil,
editButton = nil,
})
function EditableValue:init(window, valueObj, options)
options = options or {}
self.valueObj = valueObj
self:initializeUI(window, options)
end
function EditableValue:initializeUI(window, options)
self.valueLabel = classInstantiate(LayoutLabel, window, options)
self.editButton = createButton(window)
self.editButton:setCaption("Edit")
self.editButton:setOnClick(utils.curry(self.openEditWindow, self))
self.listButton = createButton(window)
self.listButton:setCaption("List")
self.listButton:setOnClick(utils.curry(self.addAddressesToList, self))
-- Set non-label font attributes.
applyFontOptions(self.editButton, options)
applyFontOptions(self.listButton, options)
-- Add the elements to the layout.
self:addElement({10, 3}, self.valueLabel)
local buttonX = options.buttonX or 300
local buttonFontSize = self.editButton:getFont():getSize()
local buttonWidth = buttonFontSize * 4 -- 4 chars in both 'Edit' and 'List'
local buttonHeight = buttonFontSize * 1.8 + 6
self:addElement({buttonX, 0}, self.editButton)
self.editButton:setSize(buttonWidth, buttonHeight)
self:addElement({buttonX + buttonWidth + 4, 0}, self.listButton)
self.listButton:setSize(buttonWidth, buttonHeight)
end
function EditableValue:update()
self.valueLabel:setCaption(self.valueObj:display())
end
function EditableValue:openEditWindow()
-- Create an edit window
local window = createForm(true)
window:setSize(400, 50)
window:centerScreen()
window:setCaption(self.valueObj:getEditWindowTitle())
-- Add a text box with the current value
local textField = createEdit(window)
textField:setPosition(70, 10)
textField:setSize(200, 20)
textField.Text = self.valueObj:getEditFieldText()
-- Add an OK button in the window, which would change the value
-- to the text field contents, and close the window
local okButton = createButton(window)
okButton:setPosition(300, 10)
okButton:setCaption("OK")
okButton:setSize(30, 25)
local okAction = utils.curry(
self.editWindowOKAction, self, window, textField)
okButton:setOnClick(okAction)
-- Add a Cancel button in the window, which would just close the window
local cancelButton = createButton(window)
cancelButton:setPosition(340, 10)
cancelButton:setCaption("Cancel")
cancelButton:setSize(50, 25)
cancelButton:setOnClick(utils.curry(window.close, window))
-- Add a reset button, if applicable
if self.valueObj.getResetValue then
local resetButton = createButton(window)
resetButton:setPosition(5, 10)
resetButton:setCaption("Reset")
resetButton:setSize(50, 25)
local resetValue = function(valueObj, textField_)
textField_.Text = valueObj:toStrForEditField(valueObj:getResetValue())
end
resetButton:setOnClick(utils.curry(resetValue, self.valueObj, textField))
end
-- Put the initial focus on the text field.
textField:setFocus()
end
function EditableValue:editWindowOKAction(window, textField)
local newValue = self.valueObj:strToValue(textField.Text)
-- Do nothing if the entered value is empty or invalid
if newValue == nil then return end
self.valueObj:set(newValue)
-- Delay for a bit first, because it seems that the
-- write to the memory address needs a bit of time to take effect.
sleep(50)
-- Update the display
self:update()
-- Close the edit window
window:close()
end
function EditableValue:addAddressesToList()
local addressList = getAddressList()
local entries = self.valueObj:getAddressListEntries()
for _, entry in pairs(entries) do
local memoryRecord = addressList:createMemoryRecord()
-- setAddress doesn't work for some reason, despite being in CE's Help docs.
-- So we'll just set the address property directly.
memoryRecord.Address = entry.Address
memoryRecord:setDescription(entry.Description)
memoryRecord.Type = entry.Type
if entry.Type == vtCustom then
memoryRecord.CustomTypeName = entry.CustomTypeName
elseif entry.Type == vtBinary then
-- TODO: Can't figure out how to set Binary start bit and size.
-- And this entry is useless if it's a 0-sized Binary display (which is
-- default). So, best we can do is to make this entry a Byte...
memoryRecord.Type = vtByte
-- This didn't work.
--memoryRecord.Binary.Startbit = entry.BinaryStartBit
--memoryRecord.Binary.Size = entry.BinarySize
end
end
end
function Layout:addEditableValue(valueObj, options)
local creationCallable = utils.curry(
classInstantiate, EditableValue, self.window, valueObj)
return self:addElement(creationCallable, options)
end
return {
Layout = Layout,
SimpleElement = SimpleElement,
CompoundElement = CompoundElement,
StickInputImage = StickInputImage,
AnalogTriggerInputImage = AnalogTriggerInputImage,
AnalogTwoSidedInputImage = AnalogTwoSidedInputImage,
}