Here is a new version of fplaunch 1.295 wip 9 with hiscores and table name.
Tnx goes to dnadisturber, bleasby and horseyhorsey for pinemhi and fplaunch scripts.
To use this script just copy this code to fplaunch.ahk and recompile (i used basic ahk and ahk_L ANSI version and they both work, i did not test unicode version) and download pinemhi.exe and pinemhi.ini from http://www.pinemhi.com/ and put them in hyperpin dir.
Report back bugs if you find some.
; FPLaunch MOD by bbb, samwyze and blur
Version := "FPLaunch 1.295 WIP 9 with hiscores and title"
/*
Check FPLaunch Manual at
http://www.hyperspin-fe.com/forum/showthread.php?t=10935
Based on original FPLaunch 1.2 by
[email protected]
Modified by dumpster.monkey (samwyze) & blur
CursorHide by Lazlo
Thanks to tic (Tariq Porter) for his GDI+ Library
http://www.autohotkey.com/forum/viewtopic.php?t=32238
Includes modified pause code from ManofWars Nuevo FPLaunch 1.2
Includes exit png's based on jpg's from BBB's 'exit feature' thread
Includes exit menus by samwyze
Includes support for Pause in FP by blur and loafer
For pause to work in FP you have to define right mouse button as pause in FP
Includes support for saving FP table position (scrolllock) on exit by blur
VP nag screen removal by blur
B2S backglass exe support by rosve
different exe, sound level and hdrender flag support by bigboss
http://www.vpforums.org/index.php?showtopic=12906
slamit bigscore pinball support by bigboss
http://www.hyperspin-fe.com/forum/showthread.php?t=12198
ledwiz support by darkfall:
http://www.vpforums.org/index.php?showtopic=16186&hl=
All images should be placed in %HyperPinDir%\Media\HyperPin\Images
All settings are added to %HyperPinDir%\Settings\Settings.ini
NOTE: This is a wip and is by no means complete or optimized
Feel free to disect, mod, clean, optimize, distribute or delete!
If you would like to modify this script and share it thats OK, but
see if your modification is something that we would like to add
to the official version.
CODE MAP
This is short list of all sections and functions in this script
so that you can find and customize them quickly
GET PARAMATERS AND SET HOTKEYS
reads input parameters from command line
GET AND CHECK PATHS
gets settings from ini files
calculates window coordinates
hides taskbar, cursor and desktop
RUN SYSTEM
FUTURE PINBALL, VISUAL PINBALL
commands for launching vp and fp
WHEN EMULATOR FINISHES OR IF LAUNCH EXE FAILS
error msg
key remaps for Slamit pinball
KILL COMMANDS
this is where all our procedures are!
Procedures:
CloseProcess - kills process - not used
QuickLaunch - launching gui
Loading screen
CreateLoadScreen - loading screen loop with slider, closes nag messages
CheckPlayer - check if player is active
CheckVP - checks 3 times
CheckFP - checks 3 times
WaitPlayer - wait for player to be active
WaitVP - waits 3 times
WaitFP - waits 3 times
CloseProgress - closes loading screen with slider
MoveProgress - moves rotating hyperpin ball
Exit screen
ExitScreen - call exit menu or exit countdown
CreateExitScreen - create exiting in 321 screens
CreatePauseScreen - show blue PAUSED image
CreateBlackScreen - do printscreen of fp table and show it on the screen
PrintScreen - save playfield screenshot to media folder
PrintBG - save bg creenshot to media folder
PauseFP - call pause screen or exit menu
PauseVP - call pause screen or exit menu
PauseGame - call vp of fp pause
ShowFP - close player and show editor on edit key
ShowVP - close player and show editor on edit key
ShowGame - show vp or fp
SetSaveFPNeeded - set flag to save fp table on exit
CloseFP - closes fp
CloseVP - closes vp
CloseGame - close vp or fp
Exit menu
ExitMenu - draw or close exit menu
closeMenus - closes menus
MenuSwap - change active menu item
selectItem - select active menu item
Flyer
Flyer - show flyer
MoveUp, MoveUp - going up and down in menus
flyerSwap - swap flyer
Instructions
Instructions - show Instructions
instrSwap - swap instructions
DrawImageBTB - functions for drawing images - used in menus, flyers, instr.
External functions (from other people)
rosve - support for B2S active backglasses
rosveClose - kills B2S backglass
bigboss - support for different exe, sound levels and hdrender off
bigbossClose - returns sound and hdrender settings
SlamitBigScore - support for slamit bigscore from bigboss
CloseSlam - close slamit pinball
PINemHiScore - hiscores from dna disturber, tnx to blesby and horseyhorsey
ExitScript - kills all gui's, activates hyperpin
REST OF SCRIPT
- scripts for enabling/disabling cursor and reading ini files
toLog - logging to screen and log file
Gdip_BitmapReplaceColor - replace color - used for swf instructions
CaptureScreen - scripts for screen capture - removed, not needed
HISTORY
1.295 wip 2
+ add sleep after printscreen
+ add sleep during winactivate of vpinball, dmd and backglass
+ put winactivate outside of loading screen
+ enable other exe names
+ read logical and phyisical key state
+ win activate of secondary fp window (backglass) - doesn't help
+ put version in usage - double click on fplaunch.exe to get version
+ bigboss additions (more exe files, sound mods ...)
+ support for slamit pinball
1.295 wip 3
+ winactivates removed (you have to set exe to nt4sp5 comp mode)
+ fix runtime error on close (you have to set exe to comp mode)
+ fix dmd not visible behind playfield (set exe to comp mode)
+ fps drop - same drop comes from loose of focus so it's not script related
+ shorter time for esc screens
+ win activate on nag screens brings them to focus and closes them
1.295 wip 4
+ fix dmd not visible behind playfield
+ put all rosve and bigboss code to functions
+ write a code map
+ winactivate of fp after pause and printscreen
+ fix winactivate on z screen buffer message (msg stays in back)
+ fgi keys mapped to enter for slamit bigscore pinball
if you don't use slamit you can remove them
1.295 wip 5
+ save printscreen-a under name taken from description
+ quick launch gui from HL 2.0
+ options do not get overwritten
+ menus from sam
+ show instructions and flyer on pause
+ fix slow down after close (when vp is still closing) - fixed -
you have to wait a little till windows free memory
1.295 wip 6
+ pauseVPinball key changed to pauseKey since it is not just for VP
+ pauseKey acts exactly the same as exitEmulatorKey (long press also)
so now you can have two keys for opening and exiting menus (Esc and p)
and two keys for menu items activation (1 and enter)
or you can use some gamepad keys Joy1, 2Joy3, ...
+ instructions are much, much bigger
+ flyer is bigger, and if works with different dimensions images for same table
+ loading menu is merged from sam's version
+ some parts of the code are optimized (draw image by the book), some are not
+ lots of work and testing so that you can always use exit, enter, flyer and instr keys
for example you can press flyer to open flyer directly or go through menus with enter
same with instructions
you can also switch from flyer to instructions
you can close flyer with exit, enter or flyer key, same for instructions
all of this will work in vp and fp
+ ... what else, uhmmmmm let me think - yes loading menu - something was hiding
loading slider (probably vp) and unhiding taskbar - this is both fixed
so taskbar is hidden every few secs and slider is unhiden
+ focus problem with loading screen - while slider is on the screen
every few seconds we try to activate vp (avoiding dmd hack)
also after aprox. 25 secs. we just close loading screen unconditionally
also on exit key (or pause key) we close loading screen unconditionally
and after close of loading screen there is a one sec sleep and
winactivate in a loop so now you should get perfect focus on every vp game
+ debug mode - lot's of things was written to log file, I also added tool tip
on top of the screen - but nothing is written anywhere by default
only if you enable it with this option in settings.ini
1.295 wip 7
+ fixed memory leak
+ swf draws in same resolution, not double, faster, better image
+ support for many instructions cards swf, bmp, png, jpg, gif format
1.295 wip 8
+ fixed b2s close bug
+ ledwiz support added, for more info check:
http://www.vpforums.org/index.php?showtopic=16186&hl=
+ support for different names for hyperpin.exe
1.295 wip 9
+ fixed vp doesnt close bug (detect hidden windows on)
+ capture screen code removed (not used any more)
+ printscreen for backglass added (o saves pf, u saves bg)
+ code map updated
+ reorg - all procedures moved up and down a bit
+ #winactivateforce added (didn't help much -
actually made some wierd problems and freezes - removed)
+ fix focus on table close in win7 with triple checks
+ lots of triple checks added (ifactive, waitactive, ...)
+ taskbar shown on exit if there is no hyperpin process
+ cursor shown on exit
+ show vp/fp editor on error and close loading slider
+ activate commands moved to functions
+ file and screen debug modes added
+ toggle taskbar on t key (it was always shown, now it is hiden also)
+ fix blackscreen gui (no need for black screen if useloadscreen is true)
+ remove all detect hidden windows off
+ remove double exitscreen - it is executed on exit, no need to call it
+ find why hyperpin freezes sometimes ??? (activate force maybe)
- add toLog to every function
- test fp activate and errors, change fp run code to use functions
- fp sometimes doesn't show loading slider - test it
1.295 wip 10
- add toLog to every function
- error handling should be removed - wait from reply from user
- test fp activate and errors, change fp run code to use functions
- fp sometimes doesn't show loading slider - test it
TO DO:
- read keys from hyperpin (keyboard and joystick)
- dodati highscores od leasby-ija - ima ahk u hyperpin diru, ime roma staviti u xml
ili naći neku metodu za otkrit koji mame se vrti trenutno???
- dodati opciju triplecheck on exit - ili ubaciti više sleepova da se ne freeza stalno
- dodati opciju disable service menu
- make loading screen resolution independent?
- read settings.ini into memory
- change key names to exitkey exitkey1 and startkey startkey1 for simplicity
- remove usepause useexitasapuse useexitmenu options for simplicitiy
- use prerotated menu images for simplicity
- always use draw image by the book function for simplicity
- put every repeating code to subroutines for simplicity
- change instruction card menu item to instructions
- enable png instructions
- compile a set of png instructions and replay score cards
and helps for setting replay levels, and tactics help, and ...
(hopefully somebody will do this eventually)
- test service menu
- fix late printscreen in fp
- fp auto positioning
*/
#SingleInstance force ;Prevent multiple instances
#InstallKeybdHook
SetTitleMatchMode 2 ;Use relaxed title matching
;#InstallMouseHook
;#UseHook ; this one breaks long press functionality for gamepad button mapped to Esc!!!
;#KeyHistory 500
#MaxThreadsPerHotkey 1
#NoEnv ; Recommended for performance and compatibility with future AutoHotkey releases.
SendMode Input ; Recommended for new scripts due to its superior speed and reliability.
SetWorkingDir %A_ScriptDir% ; Ensures a consistent starting directory.
DetectHiddenWindows on
#WinActivateForce
OnExit onExitScript
SoundPlay menu.wav
GlobalListLines("Off")
#Include, Gdip.ahk
#Include, Com.ahk
;------------------------------------------------------------------------------;
; Start gdi+
If !pToken := Gdip_Startup()
{
MsgBox, 48, gdiplus Error!, Gdiplus failed to start. Please ensure you have Gdip.ahk In Hyperpin dir
ExitApp
}
toLog("GDI+ Initialised")
; start com
COM_Init()
COM_CoInitialize()
COM_AtlAxWinInit()
toLog("COM Standard Library Initialised")
;*******************************************************************************
;* EDIT BELOW THIS POINT AT YOUR OWN RISK *
;*******************************************************************************
;------------------------------------------------------------------------------;
; GET PARAMATERS AND SET HOTKEYS ;
;------------------------------------------------------------------------------;
hyperini = %A_ScriptDir%\Settings\Settings.ini
picDir = %A_ScriptDir%\Media\HyperPin\Images\
GoSub, CheckINI
IniRead, lastSystem, %hyperini%, LastLoad, system
IniRead, lastTable, %hyperini%, LastLoad, table
iniKeys =
(
[FPLaunch]
; default settings, if you don't have them they will be added to your settings.ini file
; ***** don't change them here - edit your settings.ini file!!! *****
exitScriptKey = q & s ; kill script key
exitEmulatorKey = Esc ; main exit key, can be joy key also (Joy1)
toggleCursorKey = t
hideCursor = true
hideDesktop = true
hideTaskbar = true
; new settings
useExitScreen = true ; show exit321 countdown on long press
usePauseKey = true ; if used pause key works same as exit key
useLoadScreen = true ; show loading slider
useExitAsPause = true ; open pause window on exit key or exit directly
useExitMenu = true ; use exit menu instead of pause window
pauseKey = p ; former pauseVPinball key, works same as exit key
fadespeed = 25
exitEmulatorKey2 = 1 ; key for entering into menus
exitEmulatorKey3 = Enter ; and another one
pauseFPKey = RButton ; pause in FP
saveFPTables = true ; save fp table position on exit
editTableKey = !F4 ; close table and go to vp/fp editor
printScreenKey = o ; save playfield
printBGKey = u ; save backglass
pfScreenNum = 1 ; playfield Screen Number (used for print screen)
bgScreenNum = 2 ; backglass Screen Number (used for print screen)
upKey = LShift ; left flipper goes up in menus
downKey = RShift ; right flipper goes down in menus
instructionsKey = i
flyerKey = f
hyperScale = 0.75
debugMode = false
ledwiz = false
hyperpinexe = hyperpin.exe
)
Loop, parse, iniKeys, `n,`r`t" "
{
StringSplit, iniKey, A_LoopField, =;, %A_Space%%A_Tab%
if (iniKey0 > 1 And iniKey1 != "") {
IniRead, %iniKey1%, %hyperini%, FPLaunch, %iniKey1%
If (%iniKey1% = "ERROR" Or %iniKey1% = "") {
%iniKey1% = %iniKey2%
IniWrite, %iniKey2%, %hyperini%, FPLaunch, %iniKey1%
}
}
}
toLog("Ini files parsed")
GlobalListLines("On")
;CHECKING FOR 2 PARAMS, IF NOT THEN OPEN QuickLaunch dialog box
if 0 < 2
{
GoSub QuickLaunch
} Else {
systemName = %1%
tableName = %2%
}
If (systemName != lastSystem OR tableName != lastTable) {
IniWrite, %systemName%, %hyperini%, LastLoad, system
IniWrite, %tableName%, %hyperini%, LastLoad, table
}
databaseFile = %A_Scriptdir%\Databases\%systemName%\%systemName%.xml
;------------------------------------------------------------------------------;
; GET AND CHECK PATHS ;
;------------------------------------------------------------------------------;
IniRead, iniEmuPath, %hyperini%, %systemName%, Path
emuPath := GetFullName(iniEmuPath)
IniRead, iniTablePath, %hyperini%, %systemName%, Table_Path
tablePath := GetFullName(iniTablePath)
IniRead, executable, %hyperini%, %systemName%, Exe
IniRead, iniTableImagePath, %hyperini%, %systemName%, Table_Image_Path
tableImagePath := GetFullName(iniTableImagePath)
IniRead, iniBackglassImagePath, %hyperini%, %systemName%, Backglass_Image_Path
backglassImagePath := GetFullName(iniBackglassImagePath)
if (systemName = "Future Pinball")
romExtension = fpt
else
romExtension = vpt
GoSub, CheckPaths
Hotkey, %exitScriptKey%, ExitScript
Playfield_Rotation := 270
StrX( H, BS="",BO=0,BT=1, ES="",EO=0,ET=1, ByRef N="" ) { ; | by Skan | 19-Nov-2009
Return SubStr(H,P:=(((Z:=StrLen(ES))+(X:=StrLen(H))+StrLen(BS)-Z-X)?((T:=InStr(H,BS,0,((BO
<0)?(1):(BO))))?(T+BT):(X+1)):(1)),(N:=P+((Z)?((T:=InStr(H,ES,0,((EO)?(P+1):(0))))?(T-P+Z
+(0-ET)):(X+P)):(X)))-P) ; v1.0-196c 21-Nov-2009 www.autohotkey.com/forum/topic51354.html
}
q = "
FileRead, XML, %databaseFile% ;load database xml for parsing
temptableDescription := StrX( XML, q . tableName . q ,1,0,"</description>",1,14)
tableDescription := StrX( temptableDescription, "<description>" ,1,13,"",1,1)
shortDescription := StrX( tableDescription, "" ,1,1,"(",1,0)
pfName = %tableImagePath%%tableDescription%.png
bgName = %backglassImagePath%%tableDescription%.png
loadspeed := fadespeed * 10
if (ledwiz = "true")
Run, "%A_ScriptDir%\ledclear.bat",,hide
; loading screen
gui, 99:add,picture,hwndloadpic, %picDir%loading.png
controlgetpos,,,hLoad,wLoad,,ahk_id %loadpic%
gui, 99:destroy
wLoad := Round(wLoad*A_ScreenWidth/1920)
xLoad := Round(A_ScreenWidth/2-(wLoad/2))
hLoad := Round(hLoad*A_ScreenHeight/1080)
yLoad := Round(A_ScreenHeight/2-(hLoad/2))
wLoadProgress := Round(20*A_ScreenWidth/1920)
xLoadProgress := Round(145*A_ScreenWidth/1920)
hLoadProgress := Round(194*A_ScreenHeight/1080)
yLoadProgress := Round(288*A_ScreenHeight/1080)
; old flags
ProgBar = 0
Paused = 0
Exiting = 0
; new flags
menuOn = 0
menuItem = 1
serviceMenuOn = 0
instructionsOn = 0
flyerOn = 0
loading = 1
; flyer images
flyerpages = 0
Loop, %A_ScriptDir%\Media\HyperPin\Flyer Images\%shortDescription%*, ,1
{
flyerpages++
flyerPic%A_Index% := A_LoopFileFullPath
}
If (flyerpages > 1) {
flyerPic := flyerPic2
flyer = 2
} Else If (flyerpages = 1) {
flyerPic := flyerPic1
flyer = 1
} Else {
flyerPic1 := picDir . "FlyerMissing.png"
flyerPic := flyerPic1
flyer = 1
flyerpages = 1
}
toLog("Flyer Pages Parsed")
; instructions images
instrpages = 0
Loop, %A_ScriptDir%\Media\HyperPin\Instruction Cards\%shortDescription%*, ,1
{
instrpages++
instrPic%A_Index% := A_LoopFileFullPath
}
If (instrpages > 0) {
instrPic := instrPic . instrpages
instr := instrpages
} Else {
instrPic1 := picDir . "instructMissing.png"
instrPic := instrPic1
instr = 1
instrpages = 1
}
toLog("Instruction Pages Parsed")
if (hideCursor = "true") {
;MouseMove 960, 540
MouseMove %A_ScreenWidth%/2, %A_ScreenHeight%/2
Hotkey, %toggleCursorKey%, ToggleCursor
SystemCursor("Off")
}
taskbar = 1
if (hideTaskbar = "true") {
WinHide, ahk_class Shell_TrayWnd
WinHide, Start ahk_class Button
taskbar = 0
}
if (hideDesktop = "true" AND useLoadScreen = "false") {
Gui, Color, 000000
Gui +AlwaysOnTop -Caption +ToolWindow
Gui, Show, x0 y0 W%A_ScreenWidth% H%A_ScreenHeight%, BlackScreen
}
; WinClose, cmd.exe ; what is this?
; if somebody needs it uncomment it
;------------------------------------------------------------------------------;
; RUN SYSTEM ;
;------------------------------------------------------------------------------;
;**********************************FUTURE PINBALL***********************************
if (systemName = "Future Pinball") {
if(tableName = "BigScore") { ; bigboss slamit bigscore support
GoSub SlamitBigScore
} else {
if (useExitScreen = "true")
exitmeth = ExitScreen
else if (useExitAsPause = "true")
exitmeth = PauseFP
else
exitmeth = CloseFP
; fp needs $ or it will not get the key
; * enables any modifier (shift, ctrl, alt)
; * breaks long press functionality - removed
Hotkey $%exitEmulatorKey%, %exitmeth%
if (usePauseKey = "true")
Hotkey, $%pauseKey%, %exitmeth%
Hotkey, $%editTableKey%, ShowFP
Hotkey, $%printScreenKey%, printScreen
Hotkey, $%printBGKey%, printBG
Hotkey, $%instructionsKey%, Instructions
Hotkey, $%flyerKey%, Flyer
if (saveFPTables = "true") {
Hotkey, $ScrollLock, SetSaveFPNeeded
Run, "%emuPath%\%executable%" /open "%tablePath%\%tableName%.fpt" /play /arcaderender,,Min UseErrorLevel
} else
Run, "%emuPath%\%executable%" /open "%tablePath%\%tableName%.fpt" /play /Exit /arcaderender,,Min UseErrorLevel
If (useLoadScreen = "true") ;Draw the loading Gui with wrapped Progress bar
Gosub CreateLoadScreen
Else {
WinWait, ahk_class FuturePinball
WinHide, ahk_class FuturePinball
}
loading = 0 ; ************ use acrtivate functions *****************
WinWait, ahk_class FuturePinballOpenGL
WinActivate, ahk_class FuturePinballOpenGL
WinWaitActive, ahk_class FuturePinballOpenGL
Gui, destroy
WinWait, ahk_class FuturePinballOpenGLSecondary,,1
WinActivate, ahk_class FuturePinballOpenGLSecondary
WinWaitActive, ahk_class FuturePinballOpenGLSecondary,,1
WinActivate, ahk_class FuturePinballOpenGL
; pinemhiscore
FileDelete hiscore.txt
FileAppend %tablename%`n, hiscore.txt
RunWait, %comspec% /c PINemHi %tablename%.fpram>>hiscore.txt,,hide
Process, WaitClose, %executable%
}
}
;**********************************VISUAL PINBALL***********************************
else if (systemName = "Visual Pinball")
{
GoSub bigboss ; bigboss support for different exe, sound levels and hdrender off
GoSub rosve ; rosve support for B2S active backglasses
Run, "%emuPath%\%executable%" /play -"%tablePath%%tableName%.vpt",, Min UseErrorLevel
;Run, "%emuPath%\%executable%" /play -"%tablePath%%tableName%.vpt",, Min UseErrorLevel
;Run Minimized was the best way I could hide the vp editor and
;play loading screens as WinHide didn't seem to find them sometimes
If (useExitScreen = "true") ; * breaks long press functionality
exitmeth = ExitScreen
Else If (useExitAsPause = "true")
exitmeth = PauseVP
Else
exitmeth = CloseVP
Hotkey, $%exitEmulatorKey%, %exitmeth%
If (usePauseKey = "true")
Hotkey, $*%pauseKey%, %exitmeth%
Hotkey, $%editTableKey%, ShowVP
Hotkey, $%printScreenKey%, printScreen
Hotkey, $%printBGKey%, printBG
Hotkey, $%instructionsKey%, Instructions
Hotkey, $%flyerKey%, Flyer
If (useLoadScreen = "true") ; draw the loading Gui with Progress bar
Gosub CreateLoadScreen
Else {
WinWait, ahk_class VPinball
; winhide doesn't work sometimes
WinHide, ahk_class VPinball
}
;dj loop
loading = 1
Loop {
WinActivate, ahk_class VPPlayer,,DMD
Sleep 100
Gosub CheckVP
if (loading = 0)
Break
}
Gosub WaitVP
;bring cursor to center
DllCall("SetCursorPos", int, A_ScreenWidth//2, int, A_ScreenHeight//2)
;bring dmd to front
;don't click on dmd if it is hidden (uvp table)
DetectHiddenWindows off
WinActivate, ahk_class MAME
WinWaitActive, ahk_class MAME,,0
Sleep 100
;dj click on dmd
SetControlDelay -1
ControlClick,, ahk_class MAME
WinWaitActive, ahk_class MAME,,0
Sleep 100
DetectHiddenWindows on
;dj loop again
loading = 1
Loop {
WinActivate, ahk_class VPPlayer,,DMD
Sleep 100
Gosub CheckVP
if (loading = 0)
Break
}
Gosub WaitVP
Gui, destroy
; pinemhiscore
FileDelete hiscore.txt
FileAppend %tablename%`n, hiscore.txt
; get rom title
WinGetTitle, romnice, ahk_class MAME
if (romnice != "") {
; get romname
IniRead, romname, pinemhi.ini, romfind, %romnice%
if (romname = "ERROR" or romname = "") {
FileAppend ROM title %romnice% not found in pinemhi.ini`n, hiscore.txt
} else {
; get the hiscore from nvram and put it in hiscore.txt
RunWait, %comspec% /c PINemHi %romname%>>hiscore.txt,,hide
}
}
Process, WaitClose, %executable%
}
else
{
MsgBox,48,Error,%systemName% is an invalid System Name or %executable% isnt supported yet,6
}
;------------------------------------------------------------------------------;
; WHEN EMULATOR FINISHES OR IF LAUNCH EXE FAILS ;
;------------------------------------------------------------------------------;
;************PROBABLY DO NOT NEED TO EDIT THIS AREA*************
if (ErrorLevel = "ERROR")
{
MsgBox,48,Error,Failed to run executable check your paths,6
}
Goto ExitScript ; Exits script and returns to frontend
; You should never come here
; bigboss Slamit support remaps
; - this has to be here, not in procedures, not in normal code
; - ahk stops on first #ifwinactive command
; Remap keys:
; enter to down arrow for plunger
; 1 to s for start, 5 to 1 for insert coin
; magnasave, flyer, genre or instructions to enter for menus
; change it to what you have on your cab and recompile
; or remove it if you don't use slamit pinball
#IfWinActive ahk_class SlamIt Pinball - Big Score
RControl::Enter
LControl::Enter
f::Enter
g::Enter
i::Enter
Enter::down
5::1
1::s
#IfWinActive
;------------------------------------------------------------------------------;
; KILL COMMANDS ;
;------------------------------------------------------------------------------;
;************PROBABLY DO NOT NEED TO EDIT THIS AREA*************
CloseProcess:
Hotkey, %exitScriptKey%, Off
Process, Close, %executable%
Process, WaitClose, %executable%
return
;------------------- QuickLaunch gui -------------------
QuickLaunch:
ListLines Off
Gui, Add, ComboBox, x12 y100 w266 gsetSystem vsystemName, Visual Pinball|Future Pinball
Gui, Add, ComboBox, x12 y150 w266 h20 r10 vtableName
Gosub getSystem
Gui, Add, Text, x12 y10 w430 h20 , Usage: FPLaunch.ahk/exe "System Name" "Rom Name"
Gui, Add, Text, x12 y40 w350 h30 , Select system name and table name and click the Run button.
Gui, Add, Text, x12 y80 w80 h20 , System Name:
Gui, Add, Text, x12 y130 w220 h20 , Table Name (file name without extension):
Gui, Add, Button, x290 y100 w60 h70 gtestdone vrun, Run
Gui, Show, Center h185 w365, %Version%
GuiControl, Focus, run
While (Test != "done")
{
sleep 500
}
ListLines %gListLines%
Return
GuiClose:
Gosub exitScript
Return
testdone:
Gui, Submit
Test = done
Return
getSystem:
GuiControl, ChooseString, systemName, %lastSystem%
Gui, Submit, NoHide
Gosub getTables
Return
setSystem:
Gui, Submit, NoHide
Gosub getTables
Return
getTables:
Tables =
ArrayCount = 1
systemsFile := A_ScriptDir . "\Databases\" . systemName . "\" . systemName . ".xml"
Loop, Read, %systemsFile%
{
Pos := RegExMatch(A_LoopReadLine,"name=""(.*)""", SubPat)
If(Pos > 1){
Tables%ArrayCount% := SubPat1
ArrayCount += 1
}
}
ArrayCount -= 1
elements := "|"
Loop %ArrayCount%
{
elements .= Tables%A_Index% . "|"
}
GuiControl,, tableName, %elements%
If (systemName = lastSystem And lastTable != "")
GuiControl, ChooseString, tableName, %lastTable%
Else
GuiControl, Choose, tableName, 1
GuiControl, Focus, run
Gui, Submit, NoHide
Return
;------------------- End of QuickLaunch gui -------------------
;------------------- Loading screen -------------------
CreateLoadScreen:
GlobalListLines("Off")
SetTitleMatchMode 2 ;Use relaxed title matching
Gui, Destroy ; kill Gui blackScreen
toLog("CreateLoadScreen Called")
Gui, 1: -Caption +E0x80000 +LastFound +OwnDialogs +Owner +AlwaysOnTop
Gui, 1: Show,, Loading
hwLoad := WinExist()
loadPic = %picDir%loading.png
pBitmap := Gdip_CreateBitmapFromFile(loadPic)
pWidth := Gdip_GetImageWidth(pBitmap)
pHeight := Gdip_GetImageHeight(pBitmap)
scale := ((A_ScreenHeight*hyperScale)/pWidth)
sWidth := Round(pWidth*scale), sHeight := Round(pHeight*scale)
Gdip_GetRotatedDimensions(sWidth, sHeight, Playfield_Rotation, rWidth, rHeight)
Gdip_GetRotatedTranslation(sWidth, sHeight, Playfield_Rotation, xTranslation, yTranslation)
xLoad := Round((A_ScreenWidth-rWidth)/2), yLoad := Round((A_ScreenHeight-rHeight)/2)
hbm := CreateDIBSection(rWidth, rHeight)
hdc := CreateCompatibleDC()
obm := SelectObject(hdc, hbm)
G := Gdip_GraphicsFromHDC(hdc)
Gdip_SetInterpolationMode(G, 7)
Gdip_TranslateWorldTransform(G, xTranslation, yTranslation)
Gdip_RotateWorldTransform(G, Playfield_Rotation)
Gdip_DrawImage(G, pBitmap, 0, 0, sWidth, sHeight, 0, 0, pWidth, pHeight)
Gdip_DisposeImage(pBitmap)
Gdip_ResetWorldTransform(G)
UpdateLayeredWindow(hwLoad, hdc, xLoad, yLoad, rWidth, rHeight)
SelectObject(hdc, obm), DeleteObject(hbm), DeleteDC(hdc)
Gdip_DeleteGraphics(G)
Gui, 2: -Caption +E0x80000 +LastFound +OwnDialogs +Owner +AlwaysOnTop
Gui, 2: Show, NA, Loading
hwLoadprog := WinExist()
progPic = %picDir%loadProgress.png
pBitmap := Gdip_CreateBitmapFromFile(progPic)
pLWidth := Gdip_GetImageWidth(pBitmap), pLHeight := Gdip_GetImageHeight(pBitmap)
sLWidth := Round(pLWidth*scale), sLHeight := Round(pLHeight*scale)
Gdip_GetRotatedDimensions(sLWidth, sLHeight, Playfield_Rotation, rLWidth, rLHeight)
Gdip_GetRotatedTranslation(sLWidth, sLHeight, Playfield_Rotation, xTranslation, yTranslation)
xLoadProgress := Round(rWidth/6*5+xLoad-rLWidth),yLoadProgress := Round(rHeight/3*2+yLoad-rLHeight)
pinend := Round(rHeight/3*2+yLoad-rLHeight),pinstart := Round(rHeight/3+yLoad)
hbm := CreateDIBSection(rLWidth, rLHeight)
hdc := CreateCompatibleDC()
obm := SelectObject(hdc, hbm)
G := Gdip_GraphicsFromHDC(hdc)
Gdip_SetInterpolationMode(G, 7)
dir = 2
pinrot := Playfield_Rotation
DetectHiddenWindows off ; why is this here? - to avoid detecting hidden error windows
;;;Gui, 99:Destroy ??? no need for this?
SetTimer, MoveProgress, %fadespeed%
Loop {
Sleep %loadspeed%
; nag screens removal
toLog("Loading Loop "A_Index)
ifWinExist, Please
{ ; first time run nag screen
WinActivate, Please
IfWinActive, Please
{ ; dj
SetControlDelay -1
ControlClick, Button2, Please answer AHK_class #32770 ; Click Yes I am
ControlSend, Button1, {Enter}, Please answer AHK_class #32770 ; Click the OK button
}
} else ifWinExist, Game Info
{
WinActivate, Game Info
IfWinActive, Game Info
{
Send {Enter}
Send {Enter}
}
} else ifWinExist, Notice
{ ; sound warnings (antar)
WinActivate, Notice
IfWinActive, Notice
{
Send {Enter}
Send {Enter}
}
} else ifWinExist, VBScript
{ ; errors in vb script
WinActivate, VBScript
IfWinActive, VBScript
{
Send {Enter}
}
} else ifWinExist, Error
{ ; open editor on serious errors
; (z buffer, script error, rosve bg - line 0, ...)
; old error treatment was to show msg and close vp
; hm on some errors vp crashes, we will test for that in waitplayer
toLog("LoadScreen Closed - Error")
Gosub CloseProgress
if (systemName = "Visual Pinball") {
WinRestore, ahk_class VPinball
WinActivate, ahk_class VPinball
WinWaitActive, ahk_class VPinball
} else {
WinRestore, ahk_class FuturePinball
WinActivate, ahk_class FuturePinball
WinWaitActive, ahk_class FuturePinball
}
SystemCursor("On")
WinShow ahk_class Shell_TrayWnd
WinShow Start ahk_class Button
taskbar = 1
Suspend, On
WinActivate, Error
WinWaitActive, Error
Gosub WaitPlayer
Suspend, Off
SystemCursor("Off")
WinHide, ahk_class Shell_TrayWnd
WinHide, Start ahk_class Button
taskbar = 0
;WinMinimize, ahk_class VPinball
Continue
}
; check if player is active
Gosub CheckPlayer
; try to get focus every ~five seconds
if (Mod(A_Index, 20) = 0) {
WinActivate, ahk_class VPPlayer,,DMD
WinActivate, ahk_class FuturePinballOpenGL
}
; after ~25 seconds close unconditionally
if (Mod(A_Index, 100) = 0) {
toLog("LoadScreen Closed - 25 sec")
Break
}
; close loading slider unconditionally on exit key
if (loading = 0) {
toLog("LoadScreen Closed - Esc?")
Break
}
; hide taskbar again (vp unhides taskbar
; only if auto hide taskbar is set windows
; so disable auto hide taskbar in windows!!!)
;if (hideTaskbar = "true") {
; WinHide, ahk_class Shell_TrayWnd
; WinHide, Start ahk_class Button
;}
}
Gosub CloseProgress
DetectHiddenWindows on
GlobalListLines("On")
Return
CheckPlayer: ; check if player is active
; toLog("CheckPlayer Called")
if (systemName = "Visual Pinball")
Gosub CheckVP
else
Gosub CheckFP
Return
CheckVP:
; check three times cause player can be
; active for a sec and then throw an error
;toLog("CheckVP Called")
IfWinActive, Visual Pinball Player,,DMD
{
Sleep 100
IfWinActive, Visual Pinball Player,,DMD
{
Sleep 100
IfWinActive, Visual Pinball Player,,DMD
{
toLog("CheckVP - VP is active")
loading = 0
}
}
}
Return
CheckFP:
;toLog("CheckFP Called")
IfWinActive, ahk_class FuturePinballOpenGL
{
Sleep 100
IfWinActive, ahk_class FuturePinballOpenGL
{
Sleep 100
IfWinActive, ahk_class FuturePinballOpenGL
{
toLog("CheckFP - FP is active")
loading = 0
}
}
}
Return
WaitPlayer: ; wait for player to be really active!!!
toLog("WaitPlayer Called")
if (systemName = "Visual Pinball")
Gosub WaitVP
else
Gosub WaitFP
Return
WaitVP:
; sometimes player is active just for a sec
; then it throws an error, this loop fixes that!!!
; it will not go on untill player is active three times in a row
toLog("WaitVP Called")
waitagainvp:
; if vp doesn't exist (crashed or closed) - exit
IfWinNotExist ahk_class VPinball
ExitApp
MouseMove 88,130
WinWaitActive ahk_class VPPlayer,,1,DMD
Sleep 100
IfWinNotActive ahk_class VPPlayer,,DMD
Goto waitagainvp
WinWaitActive ahk_class VPPlayer,,1,DMD
Sleep 100
IfWinNotActive ahk_class VPPlayer,,DMD
Goto waitagainvp
WinWaitActive ahk_class VPPlayer,,1,DMD
Sleep 100
IfWinNotActive ahk_class VPPlayer,,DMD
Goto waitagainvp
Return
WaitFP:
toLog("WaitFP Called")
waitagainfp:
MouseMove 88,130
WinWaitActive, ahk_class FuturePinballOpenGL
Sleep 100
IfWinNotActive, ahk_class FuturePinballOpenGL
Goto waitagainfp
WinWaitActive, ahk_class FuturePinballOpenGL
Sleep 100
IfWinNotActive, ahk_class FuturePinballOpenGL
Goto waitagainfp
WinWaitActive, ahk_class FuturePinballOpenGL
Sleep 100
IfWinNotActive, ahk_class FuturePinballOpenGL
Goto waitagainfp
Return
CloseProgress: ; closes loading screen with slider
toLog("CloseProgress Called")
SetTimer, MoveProgress, Off
SelectObject(hdc, obm)
DeleteObject(hbm), DeleteDC(hdc), Gdip_DeleteGraphics(G)
Gdip_DisposeImage(pBitmap)
Gui, 2:Destroy
Gui, 1:Destroy
Return
MoveProgress: ; moves rotating hyperpin ball
ListLines Off
yLoadProgress := (yLoadProgress - dir)
If (yLoadProgress > pinend) Or (yLoadProgress < pinstart)
dir := -(dir)
Gdip_TranslateWorldTransform(G, xTranslation, yTranslation)
Gdip_RotateWorldTransform(G, pinrot)
Gdip_DrawImage(G, pBitmap, 0, 0, sLWidth, sLHeight, 0, 0, pLWidth, pLHeight)
Gdip_DisposeImage(pBitmap)
Gdip_ResetWorldTransform(G)
dif := (rLHeight-sLHeight)/2
dif := -dif
movedyLoadProgress := Round(yLoadProgress+dif)
movedxLoadProgress := Round(xLoadProgress+dif)
UpdateLayeredWindow(hwLoadProg, hdc, movedxLoadProgress+1, movedyLoadProgress, rLWidth, rLHeight)
SelectObject(hdc, obm), DeleteObject(hbm), DeleteDC(hdc)
Gdip_DeleteGraphics(G)
pinrot := pinrot + dir*5
Gdip_GetRotatedTranslation(sLWidth, sLHeight, pinrot, xTranslation, yTranslation)
Gdip_GetRotatedDimensions(sLWidth, sLHeight, pinrot, rLWidth, rLHeight)
pBitmap := Gdip_CreateBitmapFromFile(progPic)
hbm := CreateDIBSection(rLWidth, rLHeight)
hdc := CreateCompatibleDC()
obm := SelectObject(hdc, hbm)
G := Gdip_GraphicsFromHDC(hdc)
Gdip_SetInterpolationMode(G, 7)
; this had to be added cause vp would hide loading slider during load
; remember we are waiting for vp to take focus so slider must not take focus
Gui, 2: -Caption +E0x80000 +LastFound +OwnDialogs +Owner +AlwaysOnTop
Gui, 2: Show, NA, Loading
Return
;------------------- End of Loading screen -------------------
;------------------- Exit screen -------------------
ExitScreen: ; call exit menu or exit countdown
toLog("ExitScreen called")
if (loading = 1) ; just close loading slider
loading = 0
else if (Exiting = 0) { ; check for long press
Exiting = 1
LoopVal = 0
Loop {
;Sleep, 10 ; check if we need this - nope
state = 0
; check for logical and physical state of the exit key
GetKeyState, statel, %exitEmulatorKey%
if statel = D
state = 1
GetKeyState, statep, %exitEmulatorKey%, P
if statep = D
state = 1
; also check for state of the pause key
GetKeyState, statel, %pauseKey%
if statel = D
state = 1
GetKeyState, statep, %pauseKey%, P
if statep = D
state = 1
if (state) {
if (loopVal = 10) {
if (Paused = 1) { ; close pause window before going to countdown
Gosub PauseGame
}
Gosub CreateExitScreen
if (systemName = "Future Pinball")
GoSub CreateBlackScreen
Gui, 3:Show
} else if loopVal = 25
Gui, 2:Show
else if loopVal = 40
Gui, 1:Show
Sleep, %fadespeed%
if (loopVal = 60) {
Gosub CloseGame
break
}
} else {
Exiting = 0
if (LoopVal < 10 && useExitAsPause = "true") { ; short press
Gosub PauseGame
} else { ; long press but not long enough
Loop, 6
Gui, %A_Index%: Destroy
WinActivate, Visual Pinball Player,, DMD
WinActivate, ahk_class FuturePinballOpenGL
}
Transvalue = 0
LoopVal = 0
break
}
LoopVal += 1
}
}
Return
CreateExitScreen: ; create exit321 screens
toLog("CreateExitScreen Called")
Gui, Destroy
Loop, 4
{
ExitPic = Exit_%A_Index%.png
Gui %A_Index%: Destroy
Gui %A_Index%: Color, EEAA99
Gui %A_Index%: Margin, 0, 0
Gui %A_Index%: Add, Picture, w%wLoad% h%hLoad%, %picDir%%ExitPic%
Gui %A_Index%: +AlwaysOnTop -Caption +Lastfound
Gui %A_Index%: Show, AutoSize Center Hide
WinSet, TransColor, EEAA99
}
Return
CreatePauseScreen: ; show blue PAUSED image
toLog("CreatePauseScreen Called")
Gui, Destroy
Gui, Color, EEAA99
Gui, Margin, 0, 0
Gui, Add, Picture, w%wLoad% h%hLoad% vPausePic, %picDir%pause.png
Gui +AlwaysOnTop -Caption +Lastfound
Gui, Show, AutoSize Center, pauseScreen
WinSet, TransColor, EEAA99
;Gui, Show
Return
CreateBlackScreen: ; do printscreen of fp table and show it on the screen
toLog("CreateBlackScreen Called")
pBitmap := Gdip_BitmapFromScreen(pfScreenNum)
Gdip_SaveBitmapToFile(pBitmap, "screen.bmp")
WinActivate, ahk_class FuturePinballOpenGL
WinWaitActive, ahk_class FuturePinballOpenGL,,2
Gui 9: Destroy
Gui 9: Color, 000000
Gui 9: Margin, 0, 0
Gui 9: Add, Picture, W%A_ScreenWidth% H%A_ScreenHeight% vScreenPic, screen.bmp
Gui 9: +AlwaysOnTop -Caption ;+ToolWindow
Gui 9: Show, x0 y0 W%A_ScreenWidth% H%A_ScreenHeight%, BlackScreen
Return
PrintScreen: ; save playfield screenshot to media folder
toLog("PrintScreen Called")
pBitmap := Gdip_BitmapFromScreen(pfScreenNum)
Gdip_ImageRotateFlip(pBitmap, 2) ;rotate 180, flip 0
Gdip_SaveBitmapToFile(pBitmap, pfName)
Gdip_DisposeImage(pBitmap)
return
PrintBG: ; save bg creenshot to media folder
toLog("PrintBG Called")
pBitmap := Gdip_BitmapFromScreen(bgScreenNum)
Gdip_SaveBitmapToFile(pBitmap, bgName)
Gdip_DisposeImage(pBitmap)
return
PauseFP: ; call pause screen or exit menu
toLog("PauseFP Called")
if (Paused = 0) { ; we are enetering pause menu
Paused = 1
WinActivate, ahk_class FuturePinballOpenGL
WinWaitActive, ahk_class FuturePinballOpenGL
Send {%pauseFPKey%}
WinWaitActive, ahk_class FuturePinballOpenGL
Gosub CreateBlackScreen ; we draw printscreen first
if (useExitMenu = "true") {
Gosub ExitMenu ; draw menus - nothing else!
Hotkey, %UpKey%, MoveUp, On
Hotkey, %DownKey%, MoveDown, On
Hotkey, %exitEmulatorKey2%, selectItem, On
Hotkey, %exitEmulatorKey3%, selectItem, On
} else {
Gosub CreatePauseScreen
Hotkey, $%exitEmulatorKey2%, CloseFP, On
Hotkey, $%exitEmulatorKey3%, CloseFP, On
}
} else { ; we are exiting pause menu
Paused = 0
if (useExitMenu = "true") {
Gosub ExitMenu ; close menus or flyer or instr.
Hotkey, %UpKey%, Off
Hotkey, %DownKey%, Off
Hotkey, %exitEmulatorKey2%, Off
Hotkey, %exitEmulatorKey3%, Off
} else {
Gui 1: Destroy
Gui 9: Destroy
Hotkey, $%exitEmulatorKey2%, Off
Hotkey, $%exitEmulatorKey3%, Off
WinActivate, ahk_class FuturePinballOpenGL
WinWaitActive, ahk_class FuturePinballOpenGL
Send {%pauseFPKey%}
}
}
return
PauseVP: ; call pause screen or exit menu
toLog("PauseVP Called")
If (Paused = 0) { ; entering pause menu
Paused = 1
if (useExitMenu = "true") {
Gosub ExitMenu ; draw menus
Hotkey, %UpKey%, MoveUp, On
Hotkey, %DownKey%, MoveDown, On
Hotkey, %exitEmulatorKey2%, selectItem, On
Hotkey, %exitEmulatorKey3%, selectItem, On
} else {
Gosub CreatePauseScreen
Hotkey, $%exitEmulatorKey2%, CloseVP, On
Hotkey, $%exitEmulatorKey3%, CloseVP, On
}
} Else { ; exiting pause menu
Paused = 0
if (useExitMenu = "true") {
Gosub ExitMenu ; close menus
Hotkey, %UpKey%, Off
Hotkey, %DownKey%, Off
Hotkey, %exitEmulatorKey2%, Off
Hotkey, %exitEmulatorKey3%, Off
} else {
Gui, Destroy
Hotkey, $%exitEmulatorKey2%, Off
Hotkey, $%exitEmulatorKey3%, Off
}
WinActivate, ahk_class VPPlayer,,DMD
}
return
PauseGame: ; call vp of fp pause
toLog("PauseGame Called")
if (systemName = "Visual Pinball")
GoSub, PauseVP
else if (systemName = "Future Pinball")
GoSub, PauseFP
Return
ShowFP: ; close player and show editor on edit key
toLog("ShowFP Called")
if (Paused = 1)
Gosub PauseFP
WinActivate, ahk_class FuturePinballOpenGL
WinWaitActive, ahk_class FuturePinballOpenGL
Send {Esc}
WinWaitClose, ahk_class FuturePinballOpenGL
WinShow, ahk_class FuturePinball
WinRestore, ahk_class FuturePinball
WinActivate, ahk_class FuturePinball
WinWaitActive, ahk_class FuturePinball
SystemCursor("On")
WinShow, ahk_class Shell_TrayWnd
WinShow, Start ahk_class Button
taskbar = 1
Suspend, On
MouseMove 200,200
WinWait, ahk_class FuturePinballOpenGL
Suspend, Off
SystemCursor("Off")
WinHide, ahk_class Shell_TrayWnd
WinHide, Start ahk_class Button
taskbar = 0
WinHide, ahk_class FuturePinball
WinMinimize, ahk_class FuturePinball
WinActivate, ahk_class FuturePinballOpenGL
WinWaitActive, ahk_class FuturePinballOpenGL
return
ShowVP: ; close player and show editor on edit key
toLog("ShowVP Called")
if (Paused = 1)
Gosub PauseVP
WinActivate, ahk_class VPPlayer,,DMD
WinWaitActive, ahk_class VPPlayer
WinClose, ahk_class VPPlayer
WinWaitClose, ahk_class VPPlayer
WinShow, ahk_class VPinball
WinRestore, ahk_class VPinball
WinActivate, ahk_class VPinball
WinWaitActive, ahk_class VPinball
SystemCursor("On")
WinShow ahk_class Shell_TrayWnd
WinShow Start ahk_class Button
taskbar = 1
Suspend, On
MouseMove 200,200
WinWait, ahk_class VPPlayer
Suspend, Off
SystemCursor("Off")
WinHide, ahk_class Shell_TrayWnd
WinHide, Start ahk_class Button
taskbar = 0
;WinHide, ahk_class VPinball
WinMinimize, ahk_class VPinball
WinWaitActive, ahk_class VPPlayer
;WinActivate, ahk_class TBackglass
;WinActivate, ahk_class MAME
;WinActivate, ahk_class VPPlayer
return
ShowGame: ; show vp or fp
toLog("ShowGame Called")
if (systemName = "Visual Pinball")
GoSub, ShowVP
else if (systemName = "Future Pinball")
GoSub, ShowFP
Return
SetSaveFPNeeded: ; set flag to save fp table on exit
toLog("SetSaveFPNeeded Called")
saveFPNeeded = true
Send {ScrollLock}
return
CloseFP:
toLog("CloseFP Called")
;close all gui's except black screen (gui 9)
Loop, 3
Gui, %A_Index%: Destroy
;hide and minimize fp editor
WinHide, ahk_class FuturePinball
WinMinimize, ahk_class FuturePinball
;Future Pinball must be closed this way instead of killing process
;or it wil not save your last game information.i.e score/credtis
WinActivate, ahk_class FuturePinballOpenGL
WinWaitActive, ahk_class FuturePinballOpenGL
Send {Esc}
WinWaitClose, ahk_class FuturePinballOpenGL
;saving fp table position, black screen hides fp window
if (saveFPTables = "true") and (saveFPNeeded = "true") {
;WinRestore, ahk_class FuturePinball
WinActivate, ahk_class FuturePinball
WinWaitActive, ahk_class FuturePinball
WinMenuSelectItem, ahk_class FuturePinball,,File,Save
Sleep, 1000
}
WinClose, ahk_class FuturePinball
WinWaitClose, ahk_class FuturePinball
GoSub, ExitScript
return
CloseVP:
toLog("CloseVP Called")
Hotkey, %exitScriptKey%, Off
GoSub rosveClose
;Visual Pinball must be closed this way instead of killing process
;or it wil not save your last game information.i.e score/credtis
DetectHiddenWindows on ;Or next line will not work
Loop, 4
Gui, %A_Index%: Destroy
;This line fixes where the VP Window flashes real quick
;when closing the window for a cleaner exit
; win hide removed cause vp should be minimized, not hidden
;WinHide, ahk_class VPinball
;WinShow, ahk_class VPinball
WinMinimize, ahk_class VPinball
WinClose, ahk_class VPinball
WinWaitClose ahk_class VPinball
GoSub bigbossClose
GoSub, ExitScript
return
CloseGame:
toLog("CloseGame Called")
if (systemName = "Visual Pinball")
GoSub, CloseVP
else if (systemName = "Future Pinball")
GoSub, CloseFP
Return
;----------------------------------Exit Menu-----------------------------------;
ExitMenu:
toLog("ExitMenu Called")
If (instructionsOn = 1) ; close instruction card
Gosub Instructions
Else If (flyerOn = 1) ; close flyer
Gosub Flyer
Else If (Paused = 1) { ; show menus
SoundPlay menu.wav
menuOn = 1
menuItem = 1
serviceMenuOn = 0
DMDon = 0
Gui, 2: -Caption +E0x80000 +LastFound +OwnDialogs +Owner +AlwaysOnTop
Gui, 2: Show, Hide
hwExitInfo := WinExist()
Gui, 2: +Lastfound
WinActivate
exitInfoPic = %picDir%exitMenu1b.png
iBitmap := Gdip_CreateBitmapFromFile(exitInfoPic)
iWidth := Gdip_GetImageWidth(iBitmap), iHeight := Gdip_GetImageHeight(iBitmap)
;If (Playfield_Rotation = 90) Or (Playfield_Rotation = 270) {
iscale := A_ScreenHeight/iWidth
sWidth := A_ScreenHeight+1, sHeight := iHeight*iscale
yExitInfo := -1
;}
Gdip_GetRotatedDimensions(sWidth, sHeight, Playfield_Rotation, brWidth, brHeight)
Gdip_GetRotatedTranslation(sWidth, sHeight, Playfield_Rotation, xTranslation, yTranslation)
xExitInfo := A_ScreenWidth-brWidth+1
ihbm := CreateDIBSection(brWidth, brHeight)
ihdc := CreateCompatibleDC()
iobm := SelectObject(ihdc, ihbm)
iG := Gdip_GraphicsFromHDC(ihdc)
Gdip_TranslateWorldTransform(iG, xTranslation, yTranslation)
Gdip_RotateWorldTransform(iG, Playfield_Rotation)
Gdip_SetCompositingMode(iG, 1)
Gdip_SetInterpolationMode(iG, 7)
Gdip_DrawImage(iG, iBitmap, -1, -1, sWidth+2, sHeight+2, 0, 0, iWidth, iHeight)
Gdip_DisposeImage(iBitmap)
UpdateLayeredWindow(hwExitInfo, ihdc, xExitInfo, yExitInfo, brWidth, brHeight)
Gui, 1: -Caption +E0x80000 +LastFound +OwnDialogs +Owner +AlwaysOnTop
Gui, 1: Show, Hide, ExitMenu
hwExit := WinExist()
Gui, 1: +Lastfound
Winactivate
exitmenuPic = %picDir%exitMenu1.png
pBitmap := Gdip_CreateBitmapFromFile(exitMenuPic)
pWidth := Gdip_GetImageWidth(pBitmap), pHeight := Gdip_GetImageHeight(pBitmap)
pscale := ((A_ScreenHeight*hyperScale)/pWidth)
dWidth := pWidth*pscale, dHeight := pHeight*pscale
Gdip_GetRotatedDimensions(dWidth, dHeight, Playfield_Rotation, rWidth, rHeight)
Gdip_GetRotatedTranslation(dWidth, dHeight, Playfield_Rotation, xMTranslation, yMTranslation)
xExitM := (A_ScreenWidth-rWidth)/2, yExitM := (A_ScreenHeight-rHeight)/2
hbm := CreateDIBSection(rWidth, rHeight)
hdc := CreateCompatibleDC()
obm := SelectObject(hdc, hbm)
G := Gdip_GraphicsFromHDC(hdc)
Gdip_TranslateWorldTransform(G, xMTranslation, yMTranslation)
Gdip_RotateWorldTransform(G, Playfield_Rotation)
Gdip_SetCompositingMode(G, 1)
Gdip_SetInterpolationMode(G, 7)
Gdip_DrawImage(G, pBitmap, 0, 0, dWidth, dHeight, 0, 0, pWidth, pHeight)
Gdip_DisposeImage(pBitmap)
UpdateLayeredWindow(hwExit, hdc, xExitM, yExitM, rWidth, rHeight)
Gosub PinEmHiScore
Gui, 1:Show
Gui, 2:Show
} Else { ; close menus
SoundPlay menu.wav
menuOn = 0
serviceMenuOn = 0
DMDon = 0
GoSub closeMenus
if (systemName = "Future Pinball") {
Gui, 9: Destroy
WinActivate, ahk_class FuturePinballOpenGL
WinWaitActive, ahk_class FuturePinballOpenGL
Send {%pauseFPKey%}
}
}
Return
closeMenus:
toLog("closeMenus Called")
Gdip_SetCompositingMode(G, 0)
SelectObject(hdc, obm)
DeleteObject(hbm)
DeleteDC(hdc)
Gdip_DeleteGraphics(G)
Gdip_DisposeImage(pBitmap)
Gdip_SetCompositingMode(iG, 0)
SelectObject(ihdc, iobm)
DeleteObject(ihbm)
DeleteDC(ihdc)
Gdip_DeleteGraphics(iG)
Gdip_DisposeImage(iBitmap)
Gui 6:Destroy
Gui 5:Destroy
Gui 4:Destroy
Gui 3:Destroy
Gui 2:Destroy
Gui 1:Destroy
return
MenuSwap:
toLog("MenuSwap Called")
;SoundPlay menu.wav
If menuItem = 0
menuItem = 5
If menuItem = 6
menuItem = 1
If (serviceMenuOn = 0) { ; main menu
exitmenuPic = %picDir%exitMenu%menuItem%.png
exitInfoPic = %picDir%exitMenu%menuItem%b.png
toLog("Exit Menu Swapped - Item " . menuItem)
} Else If (serviceMenuOn = 1) { ; service menu
exitmenuPic = %picDir%serviceMenu%menuItem%.png
exitInfoPic = %picDir%serviceMenu%menuItem%b.png
toLog("service Menu Swapped - Item " . menuItem)
}
pBitmap := Gdip_CreateBitmapFromFile(exitMenuPic)
iBitmap := Gdip_CreateBitmapFromFile(exitInfoPic)
Gdip_DrawImage(G, pBitmap, 0, 0, dWidth, dHeight, 0, 0, pWidth, pHeight)
Gdip_DrawImage(iG, iBitmap, 0, 0, sWidth, sHeight, 0, 0, iWidth, iHeight)
Gdip_DisposeImage(pBitmap)
Gdip_DisposeImage(iBitmap)
UpdateLayeredWindow(hwExit, hdc, xExitM, yExitM, rWidth, rHeight)
UpdateLayeredWindow(hwExitInfo, ihdc, xExitInfo, yExitInfo, brWidth, brHeight)
clear("exitmenuPic,exitInfoPic")
Return
selectItem:
toLog("selectItem Called")
If (serviceMenuOn = 0) { ; main menu
If (menuItem = 1) { ; close menu
Gosub %exitmeth%
} Else If (menuItem = 2) { ; instructions
;Gosub %exitmeth%
toLog("Exit Menu Closed - Instructions")
Gosub Instructions
} Else If (menuItem = 3) { ; flyer
;Gosub %exitmeth%
toLog("Exit Menu Closed - Flyer")
Gosub Flyer
} Else If (menuItem = 4) { ; service menu
SoundPlay menu.wav
serviceMenuOn = 1
menuItem = 1
toLog("Exit Menu Swapped - Service")
Gosub MenuSwap
} Else If (menuItem = 5) { ; exit
Gosub %exitmeth%
toLog("Exit Menu Closed - CloseGame")
Goto CloseGame
}
} Else If (serviceMenuOn = 1) { ; service menu
If (menuItem = 1) { ; back
serviceMenuOn = 0
toLog("Service Menu Swapped - Exit")
Gosub MenuSwap
} Else If (menuItem = 2) { ; reset vp - send f3
Gosub %exitmeth%
toLog("Service Menu Closed - F3")
toLog("Attempting to reset Visual Pinball")
If (systemName = "Visual Pinball") {
Send {F3 down}
Sleep 100
Send {F3 up}
}
} Else If (menuItem = 3) { ; resize fp - send scroll lock in case you don't have one
Gosub %exitmeth%
toLog("Service Menu Closed - Size FP")
If (systemName = "Future Pinball") {
Send {ScrollLock down}
Sleep 100
Send {ScrollLock up}
}
} Else If (menuItem = 4) {
; focus - not tested!!! wip wip wip wip - should be a function
; should be executed on every exit from menu - not just here
; (if it is needed - if it is not it can be removed from menu)
Gosub %exitmeth%
toLog("Service Menu Closed - Focus Windows")
If (systemName = "Visual Pinball") {
toLog("Attempting to Focus Visual Pinball")
DetectHiddenWindows off
IfWinExist, Ahk_Class MAME
{
WinActivate, Ahk_Class MAME
WinWaitActive, Ahk_Class MAME,,2
ControlClick,, Ahk_Class MAME
toLog("Attempting to Focus Visual Pinball DMD")
}
DetectHiddenWindows on
WinSet, Bottom, ,Form1
WinSet, Bottom, ,HGlass1
WinActivate, Ahk_Class VPPlayer,,DMD
WinWaitActive, Ahk_Class VPPlayer,,2
ControlClick, X5 Y5, Ahk_Class VPPlayer,,,,,DMD
} Else If (systemName = "Future Pinball") {
toLog("Attempting to Focus Future Pinball")
WinActivate, Ahk_Class FuturePinballOpenGLSecondary
WinWaitActive, Ahk_Class FuturePinballOpenGLSecondary,,2
toLog("Attempting to Focus Future Pinball DMD")
WinActivate, Ahk_Class FuturePinballOpenGL
WinWaitActive, Ahk_Class FuturePinballOpenGL,,2
}
} Else If (menuItem = 5) { ; go to editor
Gosub %exitmeth%
toLog("Service Menu Closed - Drop to Editor")
If (systemName = "Visual Pinball")
Gosub ShowVP
Else If (systemName = "Future Pinball")
Gosub ShowFP
}
}
Return
;------------------------------End of exitmenu -------------------------------;
;----------------------------------Flyer---------------------------------------;
Flyer:
SoundPlay menu.wav
toLog("Flyer Called")
If (flyerOn = 0) { ; show flyer
If (menuOn = 0) And (instructionsOn = 0) And (systemName = "Future Pinball") {
WinActivate, ahk_class FuturePinballOpenGL
WinWaitActive, ahk_class FuturePinballOpenGL
Send {%pauseFPKey%}
WinWaitActive, ahk_class FuturePinballOpenGL
Gosub CreateBlackScreen ; we draw printscreen first
}
If (menuOn = 1)
Gosub closeMenus
flyerOn = 1
paused = 1
instructionsOn = 0
toLog("Flyer Create")
; put hotkeys in a sub !!!
Hotkey, %UpKey%, MoveUp, On
Hotkey, %DownKey%, MoveDown, On
; start and plunger will close flyer
Hotkey, %exitEmulatorKey2%, %exitmeth%, On
Hotkey, %exitEmulatorKey3%, %exitmeth%, On
; show footer first, then flyer
; show footer image in gui 2
flyerInfoPic = %picDir%flyerb.png
iBitmap := Gdip_CreateBitmapFromFile(flyerInfoPic)
Gdip_ImageRotateFlip(iBitmap,3) ; rotate image for 270°
iWidth := Gdip_GetImageWidth(iBitmap)
iHeight := Gdip_GetImageHeight(iBitmap)
iScale := A_ScreenHeight/iHeight
tWidth := iWidth*iScale
tHeight := A_ScreenHeight
Gui, 2: Show,, Footer
DrawImageBTB(2, iBitmap, iWidth, iHeight, tWidth, tHeight, A_ScreenWidth-tWidth+1, 0, 1)
; show flyer in gui 1
Gosub flyerSwap
;msgbox
} Else { ; kill flyer
flyerOn = 0
menuOn = 0
serviceMenuOn = 0
paused = 0
toLog("Flyer Close")
Hotkey, %UpKey%, Off
Hotkey, %DownKey%, Off
Hotkey, %exitEmulatorKey2%, Off
Hotkey, %exitEmulatorKey3%, Off
Gui, 2: Destroy
Gui, 1: Destroy
; wip wip wip wip !!!!! one unique focus function!!!
IfWinExist, Visual Pinball Player,, DMD
{
WinActivate
ControlClick,, Ahk_Class VPPlayer
;WinSet, Bottom, ,Form1 ;send to back b2s backglass so mame dmd is on top ;ahk_class is impossibly long!
;WinSet, Bottom, ,HGlass1 ;then backglass image from hyperpin as above ;ahk_class ThunderRT6FormDC clashes with HyperPin
} Else IfWinExist, Ahk_Class FuturePinballOpenGL
{
If (systemName = "Future Pinball") {
Gui, 9: Destroy
WinActivate, Ahk_Class FuturePinballOpenGL
WinWaitActive, ahk_class FuturePinballOpenGL
Send {%pauseFPKey%}
}
}
toLog("Flyer Closed")
}
Return
MoveUp: ; used for exitmenu as well, probably will be used for instr. also
SoundPlay menu.wav
toLog("MoveUp Called")
If (flyerOn = 1) {
flyer--
Gosub flyerSwap
;Gui, 1: Show
} Else If (instructionsOn = 1) {
instr--
Gosub instrSwap
} Else If (menuOn = 1) {
menuItem--
Gosub MenuSwap
}
Return
MoveDown: ; used for exitmenu as well, probably will be used for instr. also
SoundPlay menu.wav
toLog("MoveDown Called")
If (flyerOn = 1) {
flyer++
Gosub flyerSwap
;Gui, 1: Show
} Else If (instructionsOn = 1) {
sleep 1
instr++
Gosub instrSwap
} Else If (menuOn = 1) {
menuItem++
Gosub MenuSwap
}
Return
flyerSwap:
toLog("flyerSwap Called")
If (flyer = 0) {
flyer := flyerpages
if (flyerpages = 1)
return
}
If (flyer > flyerpages) {
flyer = 1
if (flyerpages = 1)
return
}
flyerPic := flyerPic%flyer%
pBitmap := Gdip_CreateBitmapFromFile(flyerPic)
Gdip_ImageRotateFlip(pBitmap,3) ; rotate image for 270°
OriginalWidth := Gdip_GetImageWidth(pBitmap)
OriginalHeight := Gdip_GetImageHeight(pBitmap)
Ratio := OriginalWidth/OriginalHeight
; we want flyer to be as big as possible
if (OriginalWidth/(A_ScreenWidth*0.8) >= OriginalHeight/(A_ScreenHeight*0.96)) {
Width := A_ScreenWidth*0.8
Height := Width*(1/Ratio)
} else {
Height := A_ScreenHeight*0.96
Width := Height*Ratio
}
xCoo := (A_ScreenWidth*0.85-Width)//2
yCoo := (A_ScreenHeight-Height)//2
Gui, 1: Show,, Flyer
DrawImageBTB(1, pBitmap, OriginalWidth, OriginalHeight, Width, Height, xCoo, yCoo, 0)
;Gui, 2: Show
;Gui, 1: Show
toLog("Flyer Page Turned")
Return
;--------------------------------End of flyer----------------------------------;
;-----------------------------Instruction Cards--------------------------------;
Instructions:
SoundPlay menu.wav
toLog("Instructions Called")
If (instructionsOn = 0) { ; show instructions
If (menuOn = 0) And (flyerOn = 0) And (systemName = "Future Pinball") {
; no menus, print screen and send pause
; put this in sub !!!
WinActivate, ahk_class FuturePinballOpenGL
WinWaitActive, ahk_class FuturePinballOpenGL
Send {%pauseFPKey%}
WinWaitActive, ahk_class FuturePinballOpenGL
Gosub CreateBlackScreen ; we draw printscreen first
}
If (menuOn = 1)
Gosub closeMenus
instructionsOn = 1
paused = 1
flyerOn = 0
toLog("Instruction Card Create")
;Gui, 2: Destroy
Hotkey, %UpKey%, MoveUp, On
Hotkey, %DownKey%, MoveDown, On
; start and plunger will close instructions
Hotkey, %exitEmulatorKey2%, %exitmeth%, On
Hotkey, %exitEmulatorKey3%, %exitmeth%, On
; show footer first, then instructions
; show footer image in gui 2
flyerInfoPic = %picDir%instructb.png
iBitmap := Gdip_CreateBitmapFromFile(flyerInfoPic)
Gdip_ImageRotateFlip(iBitmap,3) ; rotate image for 270°
iWidth := Gdip_GetImageWidth(iBitmap)
iHeight := Gdip_GetImageHeight(iBitmap)
iScale := A_ScreenHeight/iHeight
tWidth := iWidth*iScale
tHeight := A_ScreenHeight
Gui, 2: Show,, Footer
DrawImageBTB(2, iBitmap, iWidth, iHeight, tWidth, tHeight, A_ScreenWidth-tWidth+1, 0, 1)
; show instr in gui 1
Gosub instrSwap
} Else { ; hide instructions
instructionsOn = 0
menuOn = 0
serviceMenuOn = 0
paused = 0
toLog("Instruction Card Close")
; up and down not needed for now (it will be after we extend instructions)
Hotkey, %UpKey%, Off
Hotkey, %DownKey%, Off
Hotkey, %exitEmulatorKey2%, Off
Hotkey, %exitEmulatorKey3%, Off
Gui, 2: Destroy
Gui, 1: Destroy
; wip wip wip wip wip focus code should be subroutine !!!
IfWinExist, Visual Pinball Player,, DMD
{
WinActivate ; winactivate what???
WinWaitActive, Ahk_Class VPPlayer,,2
ControlClick, X5 Y5, Ahk_Class VPPlayer,,,,,DMD
} Else IfWinExist, Ahk_Class FuturePinballOpenGL
{
If (systemName = "Future Pinball") {
Gui, 9: Destroy
WinActivate, Ahk_Class FuturePinballOpenGL
WinWaitActive, ahk_class FuturePinballOpenGL
Send {%pauseFPKey%}
}
WinActivate, Ahk_Class FuturePinballOpenGL
}
toLog("Instruction Card Closed")
}
Return
instrSwap:
toLog("instrSwap Called")
If (instr = 0) {
instr := instrpages
if (instrpages = 1)
return
}
If (instr > instrpages) {
instr = 1
if (instrpages = 1)
return
}
instrPic := instrPic%instr%
StringRight, ending, instrPic, 3
if (ending = "swf") { ; we have swf image
Width := A_ScreenHeight*0.95
Height := A_ScreenHeight*0.95
SysGet, VirtualWidth, 78
SysGet, VirtualHeight, 79
;Gui, 1: Destroy
Gui, 1: +LastFound -Caption +AlwaysOnTop -SysMenu +E0x80000
Gui, 1: Show, w%Width% h%Height% x%VirtualWidth% y%VirtualHeight%, Instruction Card
;Gui, 1: Margin, 0 ,0
;Gui, 1: Color, EEAA99
;Gui, 1: Add, ActiveX, w%Width% h%Height% vpwb, ShockwaveFlash.ShockwaveFlash
Gui, 1: +LastFound
WinActivate
getInstructFromDisk = %instrPic%
;pwb.wmode := "direct" ;window/opaque/direct/transparent/gpu
;pwb.scale := "Default" ;noborder/default/exactfit/noscale
;pwb.bgcolor := "#EEAA99"
;pwb.Movie := "file:///" . getInstructFromDisk
SwfWnd := WinExist()
hCtrl := COM_AtlAxCreateContainer(SwfWnd, 0, 0, Width, Height)
COM_AtlAxAttachControl(psf := COM_ActiveXObject("{D27CDB6E-AE6D-11cf-96B8-444553540000}"), hCtrl)
COM_Invoke(psf, "Menu=", "0")
COM_Invoke(psf, "Movie=", "file:///" . getInstructFromDisk)
COM_Invoke(psf, "bgcolor=", "#EEAA99")
pBitmap := Gdip_BitmapFromHWND(SwfWnd)
;Gdip_GetRotatedDimensions(Width, Height, Playfield_Rotation, rWidth, rHeight)
Gdip_GetRotatedTranslation(Width, Height, Playfield_Rotation, xTranslation, yTranslation)
hbm := CreateDIBSection(Width,Height)
hdc := CreateCompatibleDC()
obm := SelectObject(hdc, hbm)
G := Gdip_GraphicsFromHDC(hdc), Gdip_SetInterpolationMode(G, 7)
Gdip_TranslateWorldTransform(G, xTranslation, yTranslation)
Gdip_RotateWorldTransform(G, Playfield_Rotation)
Gdip_DrawImage(G, pBitmap, 0, 0, Width, Height, 0, 0, Width, Height)
pBitmapOut := Gdip_CreateBitmap(Width, Height)
E := Gdip_BitmapReplaceColor(pBitmap, pBitmapOut, 0xFFEEAA99, 0x00000000, 1)
Gdip_GraphicsClear(G) ;make note of this - prob needs to be added to Menu And countdown
Gdip_DrawImage(G, pBitmapOut)
Gdip_DisposeImage(pBitmap)
Gdip_ResetWorldTransform(G)
Gdip_DisposeImage(pBitmapOut)
UpdateLayeredWindow(SwfWnd, hdc, (A_ScreenWidth-Width)//2, (A_ScreenHeight-Height)//2, Width, Height)
SelectObject(hdc, obm)
DeleteObject(hbm)
DeleteDC(hdc)
Gdip_DeleteGraphics(G)
COM_Release(psf)
} Else { ; show instructions not found or some other image
; new flyer code
pBitmap := Gdip_CreateBitmapFromFile(instrPic)
Gdip_ImageRotateFlip(pBitmap,3) ; rotate image for 270°
OriginalWidth := Gdip_GetImageWidth(pBitmap)
OriginalHeight := Gdip_GetImageHeight(pBitmap)
Ratio := OriginalWidth/OriginalHeight
; we want instr to be as big as possible
if (OriginalWidth/(A_ScreenWidth*0.8) >= OriginalHeight/(A_ScreenHeight*0.96)) {
Width := A_ScreenWidth*0.8
Height := Width*(1/Ratio)
} else {
Height := A_ScreenHeight*0.96
Width := Height*Ratio
}
xCoo := (A_ScreenWidth*0.85-Width)//2
yCoo := (A_ScreenHeight-Height)//2
Gui, 1: Show,, instr
DrawImageBTB(1, pBitmap, OriginalWidth, OriginalHeight, Width, Height, xCoo, yCoo, 0)
;Gui, 2: Show
;Gui, 1: Show
}
toLog("instr Page Turned")
Return
;---------------------------End of instruction card----------------------------;
; draw image by the book - destroys bitmap also
DrawImageBTB(guiNum, pBitmap, origWidth, origHeight, tgtWidth, tgtHeight, xCoo=0, yCoo=0, CompMode=0) {
toLog("DrawImageBTB Called")
;Gui, %guiNum%: Show, Hide, Flyer
Gui, %guiNum%: -Caption +E0x80000 +LastFound +OwnDialogs +Owner +AlwaysOnTop
Gui, %guiNum%: Show
hwnd1 := WinExist()
; why is this ???
;Gui, 1: +LastFound
;WinActivate
; no need for bitmap since we have it already
; if we need to rotate bitmap calling script can to it also
;pBitmap := Gdip_CreateBitmapFromFile("background.png")
;Width := Gdip_GetImageWidth(pBitmap), Height := Gdip_GetImageHeight(pBitmap)
hbm := CreateDIBSection(tgtWidth, tgtHeight)
hdc := CreateCompatibleDC()
obm := SelectObject(hdc, hbm)
G := Gdip_GraphicsFromHDC(hdc)
Gdip_SetCompositingMode(G, CompMode)
Gdip_SetInterpolationMode(G, 7)
Gdip_DrawImage(G, pBitmap, 0, 0, tgtWidth, tgtHeight, 0, 0, origWidth, origHeight)
UpdateLayeredWindow(hwnd1, hdc, xCoo, yCoo, tgtWidth, tgtHeight)
SelectObject(hdc, obm)
DeleteObject(hbm)
DeleteDC(hdc)
Gdip_DeleteGraphics(G)
Gdip_DisposeImage(pBitmap)
}
;------------------- "External" functions -------------------
; rosve support for B2S active backglasses
rosve:
toLog("rosve Called")
;--------------------------------------------------------------
;------ check if an active backglass shall be started -----
;--------------------------------------------------------------
StringRight, ending, tableName, 3
if (ending = "B2S")
{
Run, %tablePath%%tableName%.exe, %tablePath%
sleep 200
}
return
rosveClose:
toLog("rosveClose Called")
; rosve
; --------------------------------------------------------------
; --- Close the animated backglass -----------------------
; --------------------------------------------------------------
; b2s close bug fix
StringRight, ending, tableName, 3
if (ending = "B2S")
{
WinKill, Form1
}
return
; bigboss support for different exe, sound levels and hdrender off
bigboss:
toLog("bigboss Called")
; bigboss
; Array examples: http://www.autohotkey.com/docs/misc/Arrays.htm
; Read config file for vp9.08 tables
vp908count = 0
; This loop retrieves each line from the file, one at a time.
Loop, Read, %A_ScriptDir%\Settings\vp908tables.txt
{
vp908count += 1 ; Keep track of how many items are in the array.
vp908array%vp908count% := A_LoopReadLine ; Store this line in the next array element.
}
; Check if table is in the vp908tables array.
Loop %vp908count%
{
; The following line uses the := operator to retrieve an array element:
element := vp908array%A_Index% ; A_Index is a built-in variable.
if(tableName = element)
{
TableIndex = %A_Index%
vpExeIndex = %TableIndex%
vpExeIndex += 1
executable := vp908array%vpExeIndex%
break
}
}
; Read config file for disable HD rendering tables since this is a global setting now.
HDRenderOffCount = 0
HDRenderOffChanged = 0
; This loop retrieves each line from the file, 1 at a time.
Loop, Read, %A_ScriptDir%\Settings\hdrenderofftables.txt
{
HDRenderOffCount += 1 ; Keep track of how many items are in the array.
HDRenderOffArray%HDRenderOffCount% := A_LoopReadLine ; Store this line in the next array element.
}
; Check if table is in the no hdrender array and write the VP hardwarerender key to off.
Loop %HDRenderOffCount%
{
; The following line uses the := operator to retrieve an array element:
element := HDRenderOffArray%A_Index% ; A_Index is a built-in variable.
if(tableName = element)
{
HDRenderOffChanged = 1
RegWrite, REG_DWORD, HKEY_CURRENT_USER, Software\Visual Pinball\Player, HardwareRender, 0
break
}
}
; Read config for sound volume hard codes
SoundModCount = 0
SoundChangeAmount = 0
Loop, Read, %A_ScriptDir%\Settings\soundmodtables.txt
{
SoundModCount += 1
SoundModCountArray%SoundModCount% := A_LoopReadLine
}
; Check if table is in the vp908tables array.
Loop %SoundModCount%
{
; The following line uses the := operator to retrieve an array element:
TableIndex = %A_Index%
SoundIndex = %TableIndex%
SoundIndex += 1
TheTable := SoundModCountArray%TableIndex%
TheSoundAmount := SoundModCountArray%SoundIndex%
if(tableName = TheTable)
{
; Set the new sound change amount. Should be a + or - number otherwise it needs a , SoundSet, absoluteamt
; SoundSet: http://www.autohotkey.com/docs/commands/SoundSet.htm
; SoundGet: http://www.autohotkey.com/docs/commands/SoundGet.htm
;SoundSet, %TheSoundAmount%
Send {Volume_Down %TheSoundAmount%}
break
}
}
return
bigbossClose:
toLog("bigbossClose Called")
; bigboss
; Restore hdrender original value
if (HDRenderOffChanged)
RegWrite, REG_DWORD, HKEY_CURRENT_USER, Software\Visual Pinball\Player, HardwareRender, 1
; Restore master volume original value
if (TheSoundAmount)
Send {Volume_Up %TheSoundAmount%}
return
; big boss slamit bigscore support
SlamitBigScore:
toLog("SlamitBigScore Called")
Hotkey, $%exitEmulatorKey%, CloseSlam
;setworkingdir, "..\SlamIt\BigScore.exe"
Run, "..\slamit\go.bat", "..\SlamIt"
WinWait, ahk_class SlamIt Pinball - Big Score
Gui, destroy
Process, WaitClose, BigScore.exe
goto ExitScript
return
CloseSlam:
toLog("CloseSlam Called")
WinClose, ahk_class SlamIt Pinball - Big Score
goto ExitScript
return
PinEmHiScore:
; show hiscores on screen
Fileread, contents,hiscore.txt
;msgbox %tablename%
;pToken := Gdip_Startup()
;Gui, Destroy
;vertical distance of Hiscore window
HiScoreTopDistance := 10
;Gui 4 - hidden horizontal Gui
Gui, 4: Color, 0b40e4
Gui, 4: Font, s15, Quartz
Gui, 4: Add, Text, Cffffff Center, %contents%
Gui, 4: +AlwaysOnTop -Caption +Lastfound
hwnd := WinExist()
Gui, 4: Show, NA, hiscoreshidden
WinGetPos,scorex,scorey, scorew, scoreh, ahk_id %hwnd%
pBitmap := Gdip_BitmapFromScreen("hwnd:" hwnd)
Gui, 4: Show, Hide
;Gui 5 - hiscore background image
imageW := scoreh+20, imageH := scorew+40
Gui, 5: -Caption +E0x80000 +LastFound +OwnDialogs +Owner +AlwaysOnTop
Gui, 5: Show, NA, hiscoresback
hwnd1 := WinExist()
shbm := CreateDIBSection(imageW, imageH)
shdc := CreateCompatibleDC()
sobm := SelectObject(shdc, shbm)
sG := Gdip_GraphicsFromHDC(shdc)
Gdip_SetSmoothingMode(sG, 4)
pBrush1 := Gdip_BrushCreateSolid(0xff0ffffff)
pBrush2 := Gdip_BrushCreateSolid(0xff00C32A5)
pBrush3 := Gdip_BrushCreateSolid(0xff0b40e4)
Gdip_FillRoundedRectangle(sG, pBrush1, 0, 0, imageW, imageH, 20)
Gdip_FillRoundedRectangle(sG, pBrush2, 5, 5, imageW-10, imageH-10, 15)
Gdip_FillRoundedRectangle(sG, pBrush3, 10, 10, imageW-20, imageH-20, 10)
Gdip_DeleteBrush(pBrush1)
Gdip_DeleteBrush(pBrush2)
Gdip_DeleteBrush(pBrush3)
UpdateLayeredWindow(hwnd1, shdc, HiScoreTopDistance, (A_ScreenHeight-imageH)//2, imageW, imageH)
SelectObject(shdc, sobm)
DeleteObject(shbm)
DeleteDC(shdc)
Gdip_DeleteGraphics(sG)
;Gui 6 - rotated vertical Gui
Gui, 6: -Caption +E0x80000 +LastFound +OwnDialogs +Owner +AlwaysOnTop
Gui, 6: Show, NA, hiscores
hwnd2 := WinExist()
bitmapW := scoreh, bitmapH := scoreW
shbm := CreateDIBSection(bitmapW, bitmapH)
shdc := CreateCompatibleDC()
sobm := SelectObject(shdc, shbm)
sG := Gdip_GraphicsFromHDC(shdc)
UpdateLayeredWindow(hwnd2, shdc, HiScoreTopDistance+10, (A_ScreenHeight-bitmapH)//2, bitmapW, bitmapH)
Gdip_ImageRotateFlip(pBitmap, 3)
Gdip_DrawImage(sG, pBitmap)
UpdateLayeredWindow(hwnd2, shdc)
Gdip_DisposeImage(pBitmap)
SelectObject(shdc, sobm)
DeleteObject(shbm)
DeleteDC(shdc)
Gdip_DeleteGraphics(sG)
Return
;------------------- End of External functions -------------------
ExitScript:
toLog("ExitScript Called")
ExitApp
return
onExitScript:
toLog("onExitScript Called")
if (ledwiz = "true")
Run, "%A_ScriptDir%\ledset.bat",,hide
Gdip_Shutdown(pToken)
toLog("GDI+ Unloaded")
COM_AtlAxWinTerm()
COM_CoUninitialize()
COM_Term()
toLog("COM Unloaded")
Loop, 5
Gui, %A_Index%: Destroy
if (hideCursor = "true")
SystemCursor("On")
Process, Exist, %hyperpinexe%
PID := errorLevel
if (PID) {
; activate hyperpin
;WinActivate, ahk_pid %PID%
;ExitApp
loading = 1
waithp:
toLog("waithp 1")
if (loading = 0) break
Sleep 400
WinActivate, ahk_pid %PID%
;MouseMove %A_ScreenWidth%/2, %A_ScreenHeight%/2
;ControlClick,, ahk_pid %PID%
Sleep 400
IfWinNotActive, ahk_pid %PID%
Goto waithp
toLog("waithp 2")
Sleep 400
IfWinNotActive, ahk_pid %PID%
Goto waithp
toLog("waithp 3")
Sleep 400
IfWinNotActive, ahk_pid %PID%
Goto waithp
} else if (hideTaskbar = "true") {
; show taskbar if there is no hyperpin
WinShow ahk_class Shell_TrayWnd
WinShow Start ahk_class Button
taskbar = 1
}
; show cursor
SystemCursor("On")
;to debug script uncomment the pause
;Pause
; final exit
toLog("Exiting...")
;Run, "cscript %A_ScriptDir%\FPClose.vbs",,hide
ExitApp
return
;------------------------------------------------------------------------------;
; REST OF SCRIPT ;
;------------------------------------------------------------------------------;
;************PROBABLY DO NOT NEED TO EDIT THIS AREA*************
SystemCursor(OnOff=1) ; INIT = "I","Init"; OFF = 0,"Off"; TOGGLE = -1,"T","Toggle"; ON = others
{
ListLines Off
static AndMask, XorMask, $, h_cursor
,c0,c1,c2,c3,c4,c5,c6,c7,c8,c9,c10,c11,c12,c13 ; system cursors
, b1,b2,b3,b4,b5,b6,b7,b8,b9,b10,b11,b12,b13 ; blank cursors
, h1,h2,h3,h4,h5,h6,h7,h8,h9,h10,h11,h12,h13 ; handles of default cursors
if (OnOff = "Init" or OnOff = "I" or $ = "") ; init when requested or at first call
{
$ = h ; active default cursors
VarSetCapacity( h_cursor,4444, 1 )
VarSetCapacity( AndMask, 32*4, 0xFF )
VarSetCapacity( XorMask, 32*4, 0 )
system_cursors = 32512,32513,32514,32515,32516,32642,32643,32644,32645,32646,32648,32649,32650
StringSplit c, system_cursors, `,
Loop %c0%
{
h_cursor := DllCall( "LoadCursor", "uint",0, "uint",c%A_Index% )
h%A_Index% := DllCall( "CopyImage", "uint",h_cursor, "uint",2, "int",0, "int",0, "uint",0 )
b%A_Index% := DllCall("CreateCursor","uint",0, "int",0, "int",0
, "int",32, "int",32, "uint",&AndMask, "uint",&XorMask )
}
}
if (OnOff = 0 or OnOff = "Off" or $ = "h" and (OnOff < 0 or OnOff = "Toggle" or OnOff = "T"))
$ = b ; use blank cursors
else
$ = h ; use the saved cursors
Loop %c0%
{
h_cursor := DllCall( "CopyImage", "uint",%$%%A_Index%, "uint",2, "int",0, "int",0, "uint",0 )
DllCall( "SetSystemCursor", "uint",h_cursor, "uint",c%A_Index% )
}
if (gListLines)
ListLines %gListLines%
}
ToggleCursor:
SystemCursor("Toggle")
Gosub ToggleTaskbar
return
ToggleTaskbar:
if (hideTaskbar = "true") {
if (taskbar) { ; taskbar is shown
WinHide ahk_class Shell_TrayWnd
WinHide Start ahk_class Button
taskbar = 0
} else {
WinShow ahk_class Shell_TrayWnd
WinShow Start ahk_class Button
taskbar = 1
}
}
return
IniRead(Filename, Section, Key, Default = "") {
FileRead, text, *t %Filename%
text = `n%text%`n
StringTrimLeft, text, text, InStr(text, "`n[" . Section . "]`n")
Loop, 8 {
sp := sp . " "
StringReplace, text, text, %Key%%sp%=, %Key%=
If ErrorLevel
Break
}
start := InStr(text, "`n" . Key . "=")
If !start
Return, Default
start += StrLen(Key) + 2
StringMid, Value, text, start, InStr(text, "`n", false, start) - start
Return, Value
}
ini_getValue(ByRef _Content, _Section, _Key, _PreserveSpace = False)
{
If (_Section = "")
_Section = (?:\[.*])?
Else
{
_Section = \[\s*?\Q%_Section%\E\s*?]
}
; Note: The RegEx of this Function was rewritten by Mystiq.
RegEx = `aiU)(?:\R|^)\s*%_Section%\s*(?:\R\s*|\R\s*.+\s*=\s*.*?\s*(?=\R)|\R\s*[;#].*?(?=\R))*\R\s*\Q%_Key%\E\s*=(.*)(?=\R|$)
If RegExMatch(_Content, RegEx, Value)
{
If Not _PreserveSpace
{
Value1 = %Value1% ; Trim spaces.
FirstChar := SubStr(Value1, 1, 1)
If (FirstChar = """" And SubStr(Value1, 0, 1)= """"
Or FirstChar = "'" And SubStr(Value1, 0, 1)= "'")
{
StringTrimLeft, Value1, Value1, 1
StringTrimRight, Value1, Value1, 1
}
}
ErrorLevel = 0
}
Else
{
ErrorLevel = 1
Value1 =
}
Return Value1
}
;Get Full Path from Relative Path
GetFullName( fn ) {
static buf, i
if !i
i := VarSetCapacity(buf, 512)
DllCall("GetFullPathNameA", "str", fn, "uint", 512, "str", buf, "str*", 0)
return buf
}
CheckINI:
IfNotExist, %hyperini%
{
MsgBox,48,Error,Cannot Find %hyperini%,6
hyperpinexe = hyperpin.exe
Goto ExitScript
}
; check images
;for i in %picini% ...
; check com and gdi libs
return
CheckPaths:
romFound =
StringRight, emuPathBackSlash, EmuPath, 1
StringRight, tablePathBackSlash, TablePath, 1
If (emuPathBackSlash != "\" || tablePathBackSlash != "\")
{
MsgBox,48,Error, Make sure your paths contains a backslash on the end ,6
Goto ExitScript
}
If (executable = "")
{
MsgBox,48,Error, Missing executable in Settings.ini ,6
Goto ExitScript
}
If (tablePath = "")
{
MsgBox,48,Error, Missing rom path in Settings.ini ,6
Goto ExitScript
}
If (emuPath = "")
{
MsgBox,48,Error, Missing emulator path in Settings.ini ,6
Goto ExitScript
}
IfNotExist, %A_ScriptDir%\%hyperpinexe%
{
MsgBox,48,Error, Must be in same directory as %hyperpinexe%,6
Goto ExitScript
}
IfNotExist, %EmuPath%%Executable%
{
MsgBox,48,Error, Cannot Find %EmuPath%%Executable%,6
Goto ExitScript
}
IfNotExist, %tablePath%%tableName%.%romExtension%
{
MsgBox,48,Error, Cannot Find %tablePath%%tablename%.%romExtension%,6
Goto ExitScript
}
return
toLog(data, filename="log.txt", dtype="string")
{
ListLines Off
Global debugMode, paused, menuon, flyeron, instructionson, gListLines
if (debugMode = "true" OR debugmode = "file") {
FormatTime, timenow ,, hh:mm:ss tt |
FileAppend, %timenow% %data% p%paused% m%menuon% f%flyeron% i%instructionson%`n, %filename%
}
if (debugMode = "true" OR debugmode = "screen") {
CoordMode ToolTip
ToolTip %data%, 10, 40, 3
}
;msgbox %gListLines%
ListLines %gListLines%
}
Clear($) ; Clear("VarName1, VarName2,...")
{
Loop Parse, $, `,, %A_Space%%A_Tab%
%A_LoopField% := ""
}
Gdip_BitmapReplaceColor(pBitmap, ByRef pBitmapOut, Color, ReplaceColor, Variation)
{
global G
global Width
global Height
global SwfWnd
global hdc
static BitmapReplaceColor
If !BitmapReplaceColor
{
MCode_BitmapReplaceColor := "83EC248B4424388B4C243C995683E2038BF103C28B542438C1FE10C1F90881E6FF00000081E1FF000000C1F8028"
. "9742408894C244085D20F8E0A010000538B5C2430558B6C245033C903C0578B7C243C03C0894C241C89442430897C241889542420837C2440000F8"
. "EB90000008D43018BD32BD083C202895424282BF5894C244403C88BD32BD08B442440897424248954242C89442410EB0B8DA424000000008B74242"
. "48B5424280FB6140A0FB6013BD67E0A8B74241403F53BD67C268B74244C2BF53BC67E248B5C244C03DD3BC38B5C24387C0E3BC67E128B74244C03F"
. "53BC67D088B4424508907EB228B7424440FB6741E03C1E6080BF28B54242CC1E6080BF00FB6040AC1E6080BF08937834424440483C10483C704FF4"
. "C241075828B4C241C8B7424148B7C2418037C2430034C2448FF4C2420897C2418894C241C0F851EFFFFFF5F5D5BB8010000005E83C424C3"
VarSetCapacity(BitmapReplaceColor, StrLen(MCode_BitmapReplaceColor)//2)
Loop % StrLen(MCode_BitmapReplaceColor)//2 ;%
NumPut("0x" SubStr(MCode_BitmapReplaceColor, (2*A_Index)-1, 2), BitmapReplaceColor, A_Index-1, "char")
}
If (Variation > 255 || Variation < 0)
Return -2
E1 := Gdip_LockBits(pBitmap, 0, 0, Width, Height, Stride1, Scan01, BitmapData1)
E2 := Gdip_LockBits(pBitmapOut, 0, 0, Width, Height, Stride2, Scan02, BitmapData2)
If (E1 || E2)
Return -3
E := DllCall(&BitmapReplaceColor, "uint", Scan01, "uint", Scan02, "int", Width, "int", Height, "int", Stride1, "int", Color, "int", ReplaceColor, "int", Variation)
Gdip_UnlockBits(pBitmap, BitmapData1), Gdip_UnlockBits(pBitmapOut, BitmapData2)
Return 0
}
GlobalListLines(OnOffLines) ; sets ListLines On/Off and updates global variable gListLines
{
global gListLines := OnOffLines
ListLines %OnOffLines%
}