rather than dumping all the settings allow a filter function
to choose desired settings
in menucoresettings you can see an how to do exact text matches
or wilcard matches you can even use luas version of regex
Change-Id: I4c7f7592498ea194e06e9a556b77ffd57f5d4223
temp loader allows some lua requires to be loaded and
later garbage collected unfortunately the module needs to be formatted
in such a way to pass back a call table in order to keep the functions
within from being garbage collected too early
BE AWARE this bypasses the module loader which would allow code reuse
so if you aren't careful this memory saving tool could spell disaster
for free RAM if you load the same code multiple times
Change-Id: I0b6f81e481b8c779edbd620c8403794f8353926f
bring custom keyboard layouts to lua
conversion to the proper format requires create_kbd_layout.lua
just pass a lua string with your desired layout
Change-Id: I14a392410846311a4f3cf8dda0e88d39834d0418
updated example script and renamed some functions as well
fixed bug in printtable cursor position if greater than maxlines for the
screen would reset to item 1
now we move the list start and select it
(and try to center it on the screen)
fixed a few bugs in the add_menu code
Change-Id: I01dead0481ef2e925af8b4cc6c14e36c2859dbba
allows menus + submenus + context menus all with simple tables
menu_t which is a table of strings
func_t which are the corresponding functions to go with those strings
see lua_scripts/submenu_demo.lua
Change-Id: I907b74b4abef0ecbe49f181d0ced6e6d20e94de5
add stylized lines to lua
the exported do_menu has a severe limitation of 64 items
it also requires double the memory
put_line is the way rockbox builds menus
update printtable
user config from core -- done
code cleanup
fixed for 1-bit screens
changed button behavior
fixed for 2-bit screens
Change-Id: I4de55e42685aa1d2f53a33bc8e980827864e810b
* pcm_get_bytes_remaining()
* pcm_calculate_peaks()
* pcm_get_peak_buffer()
Nothing in-tree uses these at all (except for the lua plugin wrapper)
Change-Id: I971b7beed6760250c8b1ce58f401a601e1e2d585
Nothing in the core has used it for some time. It's exported to the
plugin API but the last plugins to use it were switched to the mixer API
back in 2011.
This allows us to get rid of pcm_play_dma_pause() from all audio drivers
Change-Id: Ic3fa02592316f84963e41d792d1cabb436d1ff6b
cool little lua based audio player
creates dynamic playlist of 10 mp3s found on device if no music loaded
I had to limit the depth of search to 3 levels due to the recursive
nature of the current dirbrowser functions this could be rectified with a
bit more code
fixed a bug in print.lua that kept scrolling text even after screen clear
Change-Id: Ifd285332df41a409ecaeb1ea447ad15537b5d04c
rb.strip_extension and rb.create_numbered_filename
have been moved to include_lua/files.lua
to use simply add require('files') to your script
Change-Id: I95af7b312c8614cb10da4b71b22714b3e282e08a
Adds example scripts for reading track metadata + dumping albumart
and rockbox settings
settings are now stored as a table of strings rather than a table of tables
as it saves ~15 kb of ram without adding much complexity
Change-Id: I611c312b2a60ab96e595e4710b17aedbd6c0689b
add defines for sound functions
SOUND_VOLUME, SOUND_BALANCE, SOUND_CHANNELS, SOUND_STEREO_WIDTH ...
defines depend on target
require "sound_defines" to add them to rb.sound_settings[]
consolidates:
sound_set, sound_current, sound_default, sound_min, sound_max,
sound_unit, sound_pitch, sound_val2phys to a single function
rb.sound("name", setting, [value])
require "sound.lua" for old functionality
Change-Id: Ice695218aa433f4fcbb48fbd6b8a9bf29c994110
The way to call the pcm functions has changed
rb.pcm("option", var)
rb.pcm_set_frequency(freq) = becomes rb.pcm("pcmsetfrequency", freq)
added pcm.lua to the includes for conversion to old functions
if your script is broken by this change you simply add
`require("pcm")` to the top for the old functionality
added rb.pcm("calculatepeaks")
Change-Id: I092057b0c0b5575e567862661f122da1ca2680e8
The way to call the playlist functions has changed
rb.playlist("option", var)
rb.playlist_add(filename) = becomes rb.playlist("add", filename)
added playlist.lua to the includes for conversion to old functions
if your script is broken by this change you simply add `require("playlist")`
to the top for the old functionality
added rb.playlist_tracks(dir, filename) to playlist.lua
this will allow you to add all tracks in a playlist.m3u8
to a lua table
Change-Id: I87fcc56be365d8495d214f069331b6ddbfbef1db
audio_play was removed from the rocklib I assume due to inconsistent
behavior I've readded it with a check for audio paused which instead
uses rewind/ff and then resumes audio
the way to call the audio functions has changed as well
rb.audio("option", var)
so rb.audio_play(0, 0) becomes rb.audio("play", 0, 0)
audio_audio_flush_and_reload_tracks becomes
rb.audio("flushandreloadtracks")
all functions except audio("getfilepos") return the previous (or still current)
status
added audio.lua to the includes for conversion to old functions
if your script is broken by this change you simply add `require("audio")`
to the top for the old functionality
Change-Id: I364adf0c85d9c12b98cde29c26fbe5ee05b9d331
int is an incompatible type for targets that have 32bit fb_data
need to use FB_SCALARPACK for them
Change-Id: Ib3b5ff19c54d8d1bb76af33d0538a17a71301514
I previously noticed that manually clearing the framebuffer while scroll
function was active caused lua to crash
I could reproduce in sim and on device but I thought using the plugin
supplied rb->lcd_clear_screen was immune to this issue
Unfortunately some devices exhibit this behavior with the plugin function
as well
This patch adds rb->lcd_scroll_stop() before lcd_clear_screen at lua start-up
and to the supplied include file lcd.lua
Change-Id: I9800145e5c834ea27df5db5f1bca50b0d40faa49
Some devices(1-bit / 2-bit displays) have packed bit formats that
need to be unpacked in order to work on them at a pixel level.
This caused a few issues on 1 & 2-bit devices:
Greatly Oversized data arrays for bitmaps
Improper handling of native image data
Framebuffer data was near unusable without jumping through hoops
Conversion between native addressing and per pixel addressing
incurs extra overhead but it is much faster to do it
on the 'C' side rather than in lua.
Not to mention the advantage of a unified interface for the end programer
-------------------------------------------------------------------
Adds a sane way to access each pixel of image data
Adds:
--------------------------------------------------------------------
img:clear([color],[x1],[y1],[x2],[y2])
(set whole image or a portion to a particular value)
--------------------------------------------------------------------
img:invert([x1],[y1],[x2],[y2])
(inverts whole image or a portion)
--------------------------------------------------------------------
img:marshal([x1],[y1],[x2],[y2],[funct])
(calls funct for each point defined by rect of x1,y1 x2,y2
returns value and allows setting value of each point return
nil to terminate early)
--------------------------------------------------------------------
img:points([x1],[y1],[x2],[y2],[dx],[dy])
(returns iterator function that steps delta-x and delta-y pixels each call
returns value of pixel each call but doesn't allow setting to a new value
compare to lua pairs method)
--------------------------------------------------------------------
img:copy(src,[x1],[y1],[x2],[y2],[w],[h],[clip][operation][clr/funct])
(copies all or part of an image -- straight copy or special ops
optionally calls funct for each point defined by rect of
x1, y1, w, h and x2, y2, w, h for dest and src images
returns value of dst and src and allows setting value of
each point return nil to terminate early)
--------------------------------------------------------------------
img:line(x1, y1, x2, y2, color)
--------------------------------------------------------------------
img:ellipse(x1, y1, x2, y2, color, [fillcolor]
--------------------------------------------------------------------
Fixed handling of 2-bit vertical integrated screens
Added direct element access for saving / restoring native image etc.
Added more data to tostring() handler and a way to access individual items
Added equals method to see if two variables reference the same image address
(doesn't check if two separate images contain the same 'picture')
Optimized get and set routines
Fixed out of bound x coord access shifting to next line
Added lua include files to expose new functionality
Finished image saving routine
Static allocation of set_viewport struct faster + saves ram over dynamic
Cleaned up code
Fixed pixel get/set for 1/2 bit devices
Fixed handling for 24-bit devices (32?)
-------------------------------------------------------------------------
Example lua script to follow on forums
-------------------------------------------------------------------------
Change-Id: I8a9ff0ff72aacf4b1662767ccb2b312fc355239c
Some devices(1-bit / 2-bit displays) have packed bit formats that
need to be unpacked in order to work on them at a pixel level.
This caused a few issues on 1 & 2-bit devices:
Greatly Oversized data arrays for bitmaps
Improper handling of native image data
Framebuffer data was near unusable without jumping through hoops
Conversion between native addressing and per pixel addressing
incurs extra overhead but it is much faster to do it
on the 'C' side rather than in lua.
Not to mention the advantage of a unified interface for the end programer
-------------------------------------------------------------------
Adds a sane way to access each pixel of image data
Adds:
--------------------------------------------------------------------
img:clear([color],[x1],[y1],[x2],[y2])
(set whole image or a portion to a particular value)
--------------------------------------------------------------------
img:invert([x1],[y1],[x2],[y2])
(inverts whole image or a portion)
--------------------------------------------------------------------
img:marshal([x1],[y1],[x2],[y2],[funct])
(calls funct for each point defined by rect of x1,y1 x2,y2
returns value and allows setting value of each point return
nil to terminate early)
--------------------------------------------------------------------
img:points([x1],[y1],[x2],[y2],[dx],[dy])
(returns iterator function that steps delta-x and delta-y pixels each call
returns value of pixel each call but doesn't allow setting to a new value
compare to lua pairs method)
--------------------------------------------------------------------
img:copy(src,[x1],[y1],[x2],[y2],[w],[h],[clip][operation][clr/funct])
(copies all or part of an image -- straight copy or special ops
optionally calls funct for each point defined by rect of
x1, y1, w, h and x2, y2, w, h for dest and src images
returns value of dst and src and allows setting value of
each point return nil to terminate early)
--------------------------------------------------------------------
img:line(x1, y1, x2, y2, color)
--------------------------------------------------------------------
img:ellipse(x1, y1, x2, y2, color, [fillcolor]
--------------------------------------------------------------------
Fixed handling of 2-bit vertical integrated screens
Added direct element access for saving / restoring native image etc.
Added more data to tostring() handler and a way to access individual items
Added equals method to see if two variables reference the same image address
(doesn't check if two separate images contain the same 'picture')
Optimized get and set routines
Fixed out of bound x coord access shifting to next line
Added lua include files to expose new functionality
Finished image saving routine
Static allocation of set_viewport struct faster + saves ram over dynamic
Cleaned up code
Fixed pixel get/set for 1/2 bit devices
-------------------------------------------------------------------------
Example lua script to follow on forums
-------------------------------------------------------------------------
Change-Id: I7b9c1fd699442fb683760f781021091786c18509