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| TheShanMan:
Thanks for the detailed feedback and considering all my feedback! --- Quote from: headkaze on April 15, 2008, 07:16:44 pm --- --- Quote from: TheShanMan on April 14, 2008, 01:02:45 am ---The unpausing brings up a question though. I think cpwizard needs a special "unpause" key. I don't want exit to unpause for 2 reasons. One, I use the "show cp only" with "exit to menu" options, so I don't want to require exiting to the menu, and then exiting the menu to get back to the game. Two, I would want to exit cpwizard without unpausing if I want to enter the mame config menu (tab). So if there was an additional input key that I could set to "p", then that would be what I'd like to have. --- End quote --- Hmmm I don't know about this one. If you set the option "Back will exit menu" then you only have to press the back key twice to exit out of CPWizard. And if you want to enter Mame's config menu, just press the pause button again. --- End quote --- The thing is, I'm trying to make cpwizard just appear and disappear with pause. In other words, if we have friends over and their kids are playing games, they shouldn't need to know the rules to make cpwizard work right. Bear in mind that I'm using the "show cp only" option here. So some kid hits pause during the game and the cp for that game shows up. That kid isn't going to know to hit esc-esc to get back to the game. Naturally, the kid is going to try to hit pause again in order to unpause the game, and it won't work. Hopefully that's convincing enough. Otherwise, I'll have to unhook cpwizard from the pause system entirely and make it only appear when a shifted key is pressed, which I think would be a real bummer. In other words, it would be relegated to the same hidden feature approach as the mame "tab" menu. --- Quote from: headkaze on April 15, 2008, 07:16:44 pm --- --- Quote from: TheShanMan on April 14, 2008, 01:28:51 am ---And while I'm on the topic of changing key mappings, would it be possible to make CPWizard smarter about reloading changed keymap settings? In other words, if I edit the keymap for a particular game, it would be nice if CPWizard would recognize that change without having to close and restart CPWizard, particularly since this is a cabinet with windows hidden (mala is my shell so explorer isn't running). A long time ago (a dozen years maybe!) I remember using some windows api's that get explorer to notify your application if a particular file or directory changes. I don't remember the specifics, or for that matter if that functionality is exposed in C#, but I think that would be a perfect way to get CPWizard to stay up to date with keymap changes. What do you think? Not super critical, but it would definitely be a nice touch. --- End quote --- You can always use the "Dynamic Data Loading" option to have CPWizard load the data for a game each time. It's a bit slower but will read any changes to config files. --- End quote --- I may give that a try, but I will probably just live with it as is - I don't want a perceptible slow down. I want it as immediate as possible. I don't suppose you would consider adding a "reload game configuration" menu item to the cpwizard menu? That would be a nice compromise that I could definitely live with, and it could even be unchecked by default if you think most people wouldn't care about it. ;D |
| headkaze:
--- Quote ---The thing is, I'm trying to make cpwizard just appear and disappear with pause. In other words, if we have friends over and their kids are playing games, they shouldn't need to know the rules to make cpwizard work right. Bear in mind that I'm using the "show cp only" option here. So some kid hits pause during the game and the cp for that game shows up. That kid isn't going to know to hit esc-esc to get back to the game. Naturally, the kid is going to try to hit pause again in order to unpause the game, and it won't work. Hopefully that's convincing enough. Otherwise, I'll have to unhook cpwizard from the pause system entirely and make it only appear when a shifted key is pressed, which I think would be a real bummer. In other words, it would be relegated to the same hidden feature approach as the mame "tab" menu. --- End quote --- Set the "Back Key" to be "KEYCODE_ESC|KEYCODE_P" and have the "Back Key will Exit Menu" option set. Then you can press the pause key to show CPWizard and pressing pause again twice will exit back to Mame. The escape key will exit back as well since you can define multiple keys to a single function. I just tested it and it works okay. |
| TheShanMan:
OK, that's certainly better than nothing, but then again, if you hit pause when showing the cp and you land on the cpwizard menu, that's not exactly intuitive. And once you're there, it's not exactly intuitive to hit pause again. My goal is to make cpwizard seamlessly and intuitively integrate with mame's pause system, but as it is it's not quite there yet. Obviously you're not easily convinced regarding this point, and at the same time obviously I feel pretty strongly about my point. Hopefully you don't mind a little back and forth as I try to convince you. ;D I certainly could see not wanting to add another key setting to the input tab, so if that was a big part of your reasoning, then hopefully you like this clever idea I came up with... It occurred to me on the way home that really you don't even need another setting for an "unpause key" (as far as I can tell). How about this: "Send Pause Key" being checked means it would respond to whatever key mame uses for pause (i.e. no need for configuring a key for this because you can get it automatically from mame). Wherever you are in cpwizard, hitting the mame pause key would exit cpwizard and unpause mame. And the back key would no longer do anything to the pause state in mame (and same goes for the "exit" menu item), so the mame-specific "send pause key" feature would be self-contained and would not "pollute" the non-mame-specific "exit" code. Have I talked you into it yet? ;D One other suggestion (for the record it's at the bottom of my wish list): while in the mameinfo/history windows, there is no key repeat. In other words, to get the window to scroll down you have to hit joystick down, let go, and repeat over and over. It's quite a deterrent to viewing anything that's below the bottom of the screen, especially with my vertically oriented monitor. Making it worse, there is a "cursor" in the window which you have to move to the bottom of the screen before you can get it to scroll at all. It would be nice if up/down directly scrolled the window. In other words, if you enter the screen and hit joystick down once, it should cause a scroll of one line. I would be happy for this to go on the backburner if I could get you to implement the pause key though! |
| TheShanMan:
I have another feature request for when you run out of other things to work on. ;) For the preview window, it would be really cool to have a "layout" column where it reports which layout will be chosen for each game based on the defined layout maps. That would make it really easy to work on layout maps and then check to see if every game is mapped as expected. Also, it would be cool if you could filter the preview window list somehow. Would I have to edit listinfo.xml to do it? It would be cool if a separate file could store the list of games you're interested in seeing in the preview list as an easier way than paring down listinfo.xml. These only affect "design mode", and to me "design mode" isn't as important as "runtime mode" - e.g. I'd much rather see the unpause request fulfilled than this one. Looking forward to whatever goodies come in the next version, and thanks a lot! |
| TheShanMan:
Headkaze, not sure if this interests you, but it appears that sending the pause key to mame can be done without a mame source diff, according to u_rebelscum: http://forum.arcadecontrols.com/index.php?topic=59867.msg828789#msg828789 |
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