SplashInfoLine
| Read/Write |
Game credits to display in startup splash screen.
Example:
Controller.SplashInfoLine = "Game design by ..."
|
ShowFrame
| Read/Write |
Enabled/Disables the window border
Only works if ShowTitle is set to False!
Example:
Controller.ShowFrame = True 'Show a frame around the VPinMAME window
|
DoubleSize
| Read/Write |
Sets Visual PinMAME window to Double Size or Normal Size.
Returns whether Window is Double Size or not.
Example:
Controller.DoubleSize = True 'Make Visual PinMAME Window Double Sized!
|
Antialias
| Read/Write |
Enables/disables scan lines/coumns between the dots of the DMD. Default value
is True.
Returns whether the scanlines are enabled or not.
Set this property before the emulation starts.
Example:
Controller.Antialias = True 'Enable the scanlines
|
BorderSizeX BorderSizeY
| Read/Write |
Sets & Gets the size of an empty area around the DMD Display
Default value is 4 Pixels
Example:
Controller.BorderSizeX = 20 '20 Pixels of space On Left & Right sides of DMD
Controller.BorderSizeY = 20 '20 Pixels of space On Top & Bottom sides of DMD
|
WindowPosX WindowPosY
| Read/Write |
Sets & Gets the position of the Display Window
Example:
Controller.WindowPosX = 100 'Set X Position of Window to 100
Controller.WindowPosY = 100 'Set Y Position of Window to 100
|
LockDisplay
| Read/Write |
Sets/Gets the lock state of the display
If the display is locked no keyboard events are handled and the display can't be the active window!
Example:
Controller.LockDisplay = True
|
Methods |
SetDisplayPosition(x,y,hWnd)
|
Sets the position of the display to x and y; if hWnd is a valid window
handle, x and y are assumed to be relative to the window, so this function
calculates the proper screen position of the display
Example:
Controller.SetDisplayPosition(100,100,hWnd)
'hWnd = Handle of a
Window.
|
ShowOptsDialog(hWnd)
|
Shows the options dialog for the current game or set default options if no game name is set.
The hWnd is the handle of the parent window, default is 0 (no parent window).
Example:<
BR >
Controller.ShowOptsDialog
|
ShowPathesDialog(hWnd)
|
Shows the pathes dialog where the user can set the diffrent pathes (ROMS, Cfg, Screenshots).
The hWnd is the handle of the parent window, default is 0 (no parent window).
Example:<
BR >
Controller.ShowPathesDialog
|
ShowAboutDialog(hWnd)
|
Displays the About dialog of Visual PinMAME.
The hWnd is the handle of the parent window, default is 0 (no parent window).
Example:<
BR >
Controller.ShowAboutDialog
|
CheckROMS(nShowOptions,hWnd)
|
Checks the rom set for the current game and displays the results.
nShowOptions:
0 = Allways displays the results
1 = Only displays the results if there are errors found
2 = Never displays the results
Return value is true if the roms are good.
The hWnd is the handle for the parent window, default is 0 (no parent window)
Example:
Controller.CheckROMS(0,hWnd) : Displays
the results of the ROM check
(hWnd =
Handle of a
Window)
|
|
Aggregate Polling Functions | |
These properties return a matrix with everything that has
changed since the last call.
The array contains the following info
Matrix(0,0) Number of first changed item
Matrix(0,1) New status of first item
Matrix(1,0) Number of second changed item
|
ChangedLamps
| Read
Only |
Returns which lamps have changed since last call to this property!
Example:
chg = Controller.ChangedLamps
count = UBound(chg)
If
count > 0 Then
For ii = 0 To count Text = "Lamp " & chg(ii,0) & "=" & chg(ii,1)
Next
End
if
|
ChangedSolenoids
| Read
Only |
Same as ChangedLamps but for solenoids
|
ChangedGI
| Read
Only |
Same as ChangedLamps but for GI strings
|
|
Game Input/Output | |
Lamp(number)
| Read
Only |
Get status of a single lamp
number: lamp #
return: True = Lamp on, False = Lamp off
Example:
If Controller.Lamp(32) = True Then
'Light #32 is on..
Else
'Light #32 is off..
End If
|
Solenoid(number)
| Read
Only |
Get status of a single solenoid
number: solenoid #
return: True = Solenoid
on, False =
Solenoid off
Example:
If Controller.Solenoid(5) = True Then
'Solenoid #5 is on..
Else
'Solenoid #5 is off.. End If
|
GIString(number)
| Read
Only |
Get status of a single GI String (Note: Works only for WPC Game!)
number: GI String #
return: True = GI String on, False = GI String off
Example:
If Controller.GIString(5) = True Then
'GI String #5 is on.. >
Else
'GI String #5 is off.. End If
|
Switch(number)
| Read/Write |
Get Or Set the status of a single switch
number: Switch #
setting/returning: True =
Switch On, False = Switch Off
Example:
(SETTING)
Controller.Switch(25) = True 'Turn Switch 25 on..
(GETTING)
If Controller.Switch(25) = True Then
'Switch #25 is on..
Else
'Switch #25 is off..
End If
|
|
Debugging | |
ShowDMDOnly
| Read/Write |
Enable/disable VPinMAME status matrices.
Set this property before the emulation starts.
Example:
Controller.ShowDMDOnly = False 'Do NOT Display lamp,switch and solenoid matrix
|
HandleKeyboard
| Read/Write |
If set to True, VPinMAME will process the keyboard.
Standard MAME keys can be used in VPinMAME output window. Also the internal ball simulator
is enabled.
If set to False, the scripting language will process the keyboard.
Set this property before the emulation starts.
Example:
Controller.HandleKeyboard = True 'Let VPinMAME handle Keyboard input
|
ShowTitle
| Read/Write |
Show title bar on VPinMAME output window (to move it around)
Example:
Controller.ShowTitle = True 'Display the Title Bar
|
|
Events | |
May not be supported in all scripting environments! |
OnSolenoid(solenoidNo, isActive)
|
Called whenever a solenoid changes state
|
OnStateChange(newState)
|
Called whenever
the emulation is started or stopped
(not called on Pause)
|
|
|