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Layouts

This document describes the programming interface for creating layouts and plugins in Attract-Mode. It details the Squirrel scripting language used, functions available, objects and classes that can be accessed and constants that can be used. Magic tokens that can be included in elements are also explained which will be dynamically replaced with game information.

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Oscar Moreno
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0% found this document useful (0 votes)
45 views35 pages

Layouts

This document describes the programming interface for creating layouts and plugins in Attract-Mode. It details the Squirrel scripting language used, functions available, objects and classes that can be accessed and constants that can be used. Magic tokens that can be included in elements are also explained which will be dynamically replaced with game information.

Uploaded by

Oscar Moreno
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
You are on page 1/ 35

Attract-Mode Frontend

=====================

Layout and Plug-in Programming Reference


----------------------------------------

Contents
--------
* [Overview](#overview)
* [Squirrel Language](#squirrel)
* [Language Extensions](#squirrel_ext)
* [Frontend Binding](#binding)
* [Magic Tokens](#magic)
* [Functions](#functions)
* [`fe.add_image()`](#add_image)
* [`fe.add_artwork()`](#add_artwork)
* [`fe.add_surface()`](#add_surface)
* [`fe.add_clone()`](#add_clone)
* [`fe.add_text()`](#add_text)
* [`fe.add_listbox()`](#add_listbox)
* [`fe.add_shader()`](#add_shader)
* [`fe.add_sound()`](#add_sound)
* [`fe.add_ticks_callback()`](#add_ticks_callback)
* [`fe.add_transition_callback()`](#add_transition_callback)
* [`fe.game_info()`](#game_info)
* [`fe.get_art()`](#get_art)
* [`fe.get_input_state()`](#get_input_state)
* [`fe.get_input_pos()`](#get_input_pos)
* [`fe.signal()`](#signal)
* [`fe.set_display()`](#set_display)
* [`fe.add_signal_handler()`](#add_signal_handler)
* [`fe.remove_signal_handler()`](#remove_signal_handler)
* [`fe.do_nut()`](#do_nut)
* [`fe.load_module()`](#load_module)
* [`fe.plugin_command()`](#plugin_command)
* [`fe.plugin_command_bg()`](#plugin_command_bg)
* [`fe.path_expand()`](#path_expand)
* [`fe.path_test()`](#path_test)
* [`fe.get_config()`](#get_config)
* [`fe.get_text()`](#get_text)
* [Objects and Variables](#objects)
* [`fe.ambient_sound`](#ambient_sound)
* [`fe.layout`](#layout)
* [`fe.list`](#list)
* [`fe.image_cache`](#image_cache)
* [`fe.overlay`](#overlay)
* [`fe.obj`](#obj)
* [`fe.displays`](#displays)
* [`fe.filters`](#filters)
* [`fe.monitors`](#monitors)
* [`fe.script_dir`](#script_dir)
* [`fe.script_file`](#script_file)
* [`fe.module_dir`](#module_dir)
* [`fe.nv`](#nv)
* [Classes](#classes)
* [`fe.LayoutGlobals`](#LayoutGlobals)
* [`fe.CurrentList`](#CurrentList)
* [`fe.ImageCache`](#ImageCache)
* [`fe.Overlay`](#Overlay)
* [`fe.Display`](#Display)
* [`fe.Filter`](#Filter)
* [`fe.Monitor`](#Monitor)
* [`fe.Image`](#Image)
* [`fe.Text`](#Text)
* [`fe.ListBox`](#ListBox)
* [`fe.Sound`](#Sound)
* [`fe.Shader`](#Shader)
* [Constants](#constants)

 
<a name="overview" />

Overview
--------

The Attract-mode layout sets out what gets displayed to the user. Layouts
consist of a `layout.nut` script file and a collection of related resources
(images, other scripts, etc.) used by the script.

Layouts are stored under the "layouts" subdirectory of the Attract-Mode


config directory. Each layout is stored in its own separate subdirectory or
archive file (Attract-Mode can read layouts and plugins directly from .zip,
.7z, .rar, .tar.gz, .tar.bz2 and .tar files).

Each layout can have one or more `layout*.nut` script files. The "Toggle
Layout" command in Attract-Mode allows users to cycle between each of the
`layout*.nut` script files located in the layout's directory. Attract-Mode
remembers the last layout file toggled to for each layout and will go back
to that same file the next time the layout is loaded. This allows for
variations of a particular layout to be implemented and easily selected by
the user (for example, a layout could provide a `layout.nut` for horizontal
monitor orientations and a `layout-vert.nut` for vertical).

The Attract-Mode screen saver and intro modes are really just special case
layouts. The screensaver gets loaded after a user-configured period of
inactivity, while the intro mode gets run when the frontend first starts and
exits as soon as any action is triggered (for example if the user hits the
select button). The screen saver script is located in the `screensaver.nut`
file stored in the "screensaver" subdirectory. The intro script is located
in the `intro.nut` file stored in the "intro" subdirectory.

Plug-ins are similar to layouts in that they consist of at least one squirrel
script file and a collection of related resources. Plug-ins are stored in the
"plugins" subdirectory of the Attract-Mode config directory. Plug-ins can be a
single ".nut" file stored in this subdirectory. They can also have their own
separate subdirectory or archive file (in which case the script itself needs to
be in a file called `plugin.nut`).

&nbsp;
<a name="squirrel" />

Squirrel Language
-----------------

Attract-Mode's layouts are scripts written in the Squirrel programming


language. Squirrel's standard "Blob", "IO", "Math", "String" and "System"
library functions are available for use in a script. For more information on
programming in Squirrel and using its standard libraries, consult the Squirrel
manuals:

* [Squirrel 3.0 Reference Manual][SQREFMAN]


* [Squirrel 3.0 Standard Library Manual][SQLIBMAN]

[SQREFMAN]: http://www.squirrel-lang.org/doc/squirrel3.html
[SQLIBMAN]: http://www.squirrel-lang.org/doc/sqstdlib3.html

Also check out the Introduction to Squirrel on the Attract-Mode wiki:


https://github.com/mickelson/attract/wiki/Introduction-to-Squirrel-Programming

&nbsp;
<a name="squirrel_ext" />

Language Extensions
-------------------

Attract-Mode includes the following home-brewed extensions to the squirrel


language and standard libraries:

* A `zip_extract_archive( zipfile, filename )` function that will open a


specified `zipfile` archive file and extract `filename` from it, returning
the contents as a squirrel blob.
* A `zip_get_dir( zipfile )` function that will return an array of the
filenames contained in the `zipfile` archive file.

Supported archive formats are: .zip, .7z, .rar, .tar.gz, .tar.bz2 and .tar

&nbsp;
<a name="binding" />

Frontend Binding
----------------

All of the functions, objects and classes that Attract-Mode exposes to


Squirrel are arranged under the `fe` table, which is bound to Squirrel's
root table.

Example:
```` squirrel
fe.layout.base_rotation = RotateScreen.Right;
fe.add_image( "bg.png", 0, 0 );
local marquee = fe.add_artwork( "marquee", 256, 20, 512, 256 );
marquee.set_rgb( 100, 100, 100 );
````

The remainder of this document describes the functions, objects, classes


and constants that are exposed to layout and plug-in scripts.

&nbsp;
<a name="magic" />

Magic Tokens
----------------

Image names, as well as the messages displayed by Text and Listbox objects, can
all contain one or more "Magic Tokens". Magic tokens are enclosed in square
brackets, and the frontend automatically updates them accordingly as the user
navigates the frontend. So for example, a Text message set to
"[Manufacturer]" will be automatically updated with the appropriate
Manufacturer's name. There are more examples below.

* The following magic tokens are currently supported:


- `[DisplayName]` - the name of the current display
- `[ListSize]` - the number of items in the game list
- `[ListEntry]` - the number of the current selection in the game list
- `[FilterName]` - the name of the filter
- `[Search]` - the search rule currently applied to the game list
- `[SortName]` - the attribute that the list was sorted by
- `[Name]` - the short name of the selected game
- `[Title]` - the full name of the selected game
- `[Emulator]` - the emulator to use for the selected game
- `[CloneOf]` - the short name of the game that the selection is a
clone of
- `[Year]` - the year for the selected game
- `[Manufacturer]` - the manufacturer for the selected game
- `[Category]` - the category for the selected game
- `[Players]` - the number of players for the selected game
- `[Rotation]` - the rotation for the selected game
- `[Control]` - the primary control for the selected game
- `[Status]` - the emulation status for the selected game
- `[DisplayCount]` - the number of displays for the selected game
- `[DisplayType]` - the display type for the selected game
- `[AltRomname]` - the alternative Romname for the selected game
- `[AltTitle]` - the alternative title for the selected game
- `[PlayedTime]` - the amount of time the selected game has been
played
- `[PlayedCount]` - the number of times the selected game has been
played
- `[SortValue]` - the value used to order the selected game in the
list
- `[System]` - the first "System" name configured for the selected
game's emulator
- `[SystemN]` - the last "System" name configured for the selected
game's emulator
- `[Overview]` - the overview description for the selected game
* Magic tokens can also be used to run a function defined in your layout
or plugin's squirrel script to obtain the desired text. These tokens are
in the form `[!<function_name>]`. When used, Attract-Mode will run the
corresponding function (defined in the squirrel "root table"). This
function should then return the string value that you wish to have
replace the magic token. The function defined in squirrel can optionally
have up to two parameters passed to it. If it is defined with a first
parameter, Attract-Mode will supply the appropriate index_offset in that
parameter when it calls the function. If a second parameter is present
as well, the appropriate filter_offset is supplied.

Examples:
```` squirrel
// Add a text that displays the filter name and list location
//
fe.add_text( "[FilterName] [[ListEntry]/[ListSize]]",
0, 0, 400, 20 );

// Add an image that will match to the first word in the


// Manufacturer name (i.e. "Atari.png", "Nintendo.jpg")
//
function strip_man( ioffset )
{
local m = fe.game_info(Info.Manufacturer,ioffset);
return split( m, " " )[0];
}
fe.add_image( "[!strip_man]", 0, 0 );

// Add a text that will display a copyright message if both


// the manufacturer name and a year are present. Otherwise,
// just show the Manufactuer name.
//
function well_formatted()
{
local m = fe.game_info( Info.Manufacturer );
local y = fe.game_info( Info.Year );

if (( m.len() > 0 ) && ( y.len() > 0 ))


return "Copyright " + y + ", " + m;

return m;
}
fe.add_text( "[!well_formatted]", 0, 0 );
````

&nbsp;
<a name="functions" />

Functions
---------

<a name="add_image" />

#### `fe.add_image()` ####

fe.add_image( name )
fe.add_image( name, x, y )
fe.add_image( name, x, y, w, h )

Adds an image or video to the end of Attract-Mode's draw list.

[Magic Tokens](#magic) can be used in the supplied "name", in which case


Attract-Mode will dynamically update the image in response to navigation.

Parameters:

* name - the name of an image/video file to show. If a relative path is


provided (i.e. "bg.png") it is assumed to be relative to the current
layout directory (or the plugin directory, if called from a plugin
script). If a relative path is provided and the layout/plugin is
contained in an archive, Attract-Mode will open the corresponding file
stored inside of the archive. Supported image formats are: PNG, JPEG,
GIF, BMP and TGA. Videos can be in any format supported by FFmpeg. One
or more "Magic Tokens" can be used in the name, in which case Attract-Mode
will automatically update the image/video file appropriately in response
to user navigation. For example "man/[Manufacturer]" will load
the file corresponding to the manufacturer's name from the man
subdirectory of the layout/plugin (example: "man/Konami.png"). When
Magic Tokens are used, the file extension specified in `name` is ignored
(if present) and Attract-Mode will load any supported media file that
matches the Magic Token. See [Magic Tokens](#magic) for more info.
* x - the x coordinate of the top left corner of the image (in layout
coordinates).
* y - the y coordinate of the top left corner of the image (in layout
coordinates).
* w - the width of the image (in layout coordinates). Image will be
scaled accordingly. If set to 0 image is left unscaled. Default value
is 0.
* h - the height of the image (in layout coordinates). Image will be
scaled accordingly. If set to 0 image is left unscaled. Default value
is 0.

Return Value:

* An instance of the class [`fe.Image`](#Image) which can be used to


interact with the added image/video.

&nbsp;
<a name="add_artwork" />

#### `fe.add_artwork()` ####

fe.add_artwork( label )
fe.add_artwork( label, x, y )
fe.add_artwork( label, x, y, w, h )

Add an artwork to the end of Attract-Mode's draw list. The image/video


displayed in an artwork is updated automatically whenever the user changes
the game selection.

Parameters:

* label - the label of the artwork to display. This should correspond


to an artwork configured in Attract-Mode (artworks are configured per
emulator in the config menu) or scraped using the scraper. Attract-
Mode's standard artwork labels are: "snap", "marquee", "flyer", "wheel",
and "fanart".
* x - the x coordinate of the top left corner of the artwork (in layout
coordinates).
* y - the y coordinate of the top left corner of the artwork (in layout
coordinates).
* w - the width of the artwork (in layout coordinates). Artworks will be
scaled accordingly. If set to 0 artwork is left unscaled. Default
value is 0.
* h - the height of the artwork (in layout coordinates). Artworks will be
scaled accordingly. If set to 0 artwork is left unscaled. Default
value is 0.

Return Value:

* An instance of the class [`fe.Image`](#Image) which can be used to


interact with the added artwork.

&nbsp;
<a name="add_surface" />

#### `fe.add_surface()` ####

fe.add_surface( w, h )
Add a surface to the end of Attract-Mode's draw list. A surface is an off-
screen texture upon which you can draw other image, artwork, text, listbox
and surface objects. The resulting texture is treated as a static image by
Attract-Mode which can in turn have image effects applied to it (scale,
position, pinch, skew, shaders, etc) when it is drawn.

Parameters:

* w - the width of the surface texture (in pixels).


* h - the height of the surface texture (in pixels).

Return Value:

* An instance of the class [`fe.Image`](#Image) which can be used to


interact with the added surface.

&nbsp;
<a name="add_clone" />

#### `fe.add_clone()` ####

fe.add_clone( img )

Clone an image, artwork or surface object and add the clone to the back
of Attract-Mode's draw list. The texture pixel data of the original and
clone is shared as a result.

Parameters:

* img - the image, artwork or surface object to clone. This needs to


be an instance of the class `fe.Image`.

Return Value:

* An instance of the class [`fe.Image`](#Image) which can be used to


interact with the added clone.

&nbsp;
<a name="add_text" />

#### `fe.add_text()` ####

fe.add_text( msg, x, y, w, h )

Add a text label to the end of Attract-Mode's draw list.

[Magic Tokens](#magic) can be used in the supplied "msg", in which case


Attract-Mode will dynamically update the msg in response to navigation.

Parameters:

* msg - the text to display. Magic tokens can be used here, see
[Magic Tokens](#magic) for more information.
* x - the x coordinate of the top left corner of the text (in layout
coordinates).
* y - the y coordinate of the top left corner of the text (in layout
coordinates).
* w - the width of the text (in layout coordinates).
* h - the height of the text (in layout coordinates).
Return Value:

* An instance of the class [`fe.Text`](#Text) which can be used to


interact with the added text.

&nbsp;
<a name="add_listbox" />

#### `fe.add_listbox()` ####

fe.add_listbox( x, y, w, h )

Add a listbox to the end of Attract-Mode's draw list.

Parameters:

* x - the x coordinate of the top left corner of the listbox (in layout
coordinates).
* y - the y coordinate of the top left corner of the listbox (in layout
coordinates).
* w - the width of the listbox (in layout coordinates).
* h - the height of the listbox (in layout coordinates).

Return Value:

* An instance of the class [`fe.ListBox`](#ListBox) which can be used to


interact with the added text.

&nbsp;
<a name="add_shader" />

#### `fe.add_shader()` ####

fe.add_shader( type, file1, file2 )


fe.add_shader( type, file1 )
fe.add_shader( type )

Add a GLSL shader (vertex and/or fragment) for use in the layout.

Parameters:

* type - the type of shader to add. Can be one of the following values:
- `Shader.VertexAndFragment` - add a combined vertex and fragment shader
- `Shader.Vertex` - add a vertex shader
- `Shader.Fragment` - add a fragment shader
- `Shader.Empty` - add an empty shader. An object's shader property can
be set to an empty shader to stop using a shader on that object where
one was set previously.

* file1 - the name of the shader file located in the layout/plugin directory.
For the VertexAndFragment type, this should be the vertex shader.
* file2 - This parameter is only used with the VertexAndFragment type, and
should be the name of the fragment shader file located in the layout/
plugin directory.

Return Value:

* An instance of the class [`fe.Shader`](#Shader) which can be used to


interact with the added shader.

#### Implementation note for GLSL shaders in Attract-Mode: ####

Shaders are implemented using the SFML API. For more information please see:
http://www.sfml-dev.org/tutorials/2.1/graphics-shader.php

The minimal vertex shader expected is as follows:

```` glsl
void main()
{
// transform the vertex position
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;

// transform the texture coordinates


gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;

// forward the vertex color


gl_FrontColor = gl_Color;
}
````

The minimal fragment shader expected is as follows:

```` glsl
uniform sampler2D texture;

void main()
{
// lookup the pixel in the texture
vec4 pixel = texture2D(texture, gl_TexCoord[0].xy);

// multiply it by the color


gl_FragColor = gl_Color * pixel;
}
````

&nbsp;
<a name="add_sound" />

#### `fe.add_sound()` ####

fe.add_sound( name, reuse )


fe.add_sound( name )

Add an audio file that can then be played by Attract-Mode.

Parameters:

* name - the name of the audio file. If a relative path is provided,


it is treated as relative to the directory for the layout/plugin that
called this function.
* reuse - [bool] if set to true, reuse any previously added sound that
has the same name. Default value is true.

Return Value:

* An instance of the class [`fe.Sound`](#Sound) which can be used to


interact with the sound.

&nbsp;
<a name="add_ticks_callback" />

#### `fe.add_ticks_callback()` ####

fe.add_ticks_callback( environment, function_name )


fe.add_ticks_callback( function_name )

Register a function in your script to get "tick" callbacks. Tick callbacks


occur continuously during the running of the frontend. The function that is
registered should be in the following form:

function tick( tick_time )


{
// do stuff...
}

The single parameter passed to the tick function is the amount of time (in
milliseconds) since the layout began.

Parameters:

* environment - the squirrel object that the function is associated with


(default value: the root table of the squirrel vm)
* function_name - a string naming the function to be called.

Return Value:

* None.

&nbsp;
<a name="add_transition_callback" />

#### `fe.add_transition_callback()` ####

fe.add_transition_callback( environment, function_name )


fe.add_transition_callback( function_name )

Register a function in your script to get transition callbacks. Transition


callbacks are triggered by certain events in the frontend. The function
that is registered should be in the following form:

function transition( ttype, var, transition_time )


{
local redraw_needed = false;

// do stuff...

if ( redraw_needed )
return true;

return false;
}

The `ttype` parameter passed to the transition function indicates what is


happening. It will have one of the following values:
* `Transition.StartLayout`
* `Transition.EndLayout`
* `Transition.ToNewSelection`
* `Transition.FromOldSelection`
* `Transition.ToGame`
* `Transition.FromGame`
* `Transition.ToNewList`
* `Transition.EndNavigation`
* `Transition.ShowOverlay`
* `Transition.HideOverlay`
* `Transition.NewSelOverlay`
* `Transition.ChangedTag`

The value of the `var` parameter passed to the transition function depends
upon the value of `ttype`:

* When `ttype` is `Transition.ToNewSelection`, `var` indicates the index


offset of the selection being transitioned to (i.e. -1 when moving back
one position in the list, 1 when moving forward one position, 2 when
moving forward two positions, etc.)

* When `ttype` is `Transition.FromOldSelection`, `var` indicates the index


offset of the selection being transitioned from (i.e. 1 after moving back
one position in the list, -1 after moving forward one position, -2 after
moving forward two positions, etc.)

* When `ttype` is `Transition.StartLayout`, `var` will be one of the


following:
- `FromTo.Frontend` if the frontend is just starting,
- `FromTo.ScreenSaver` if the layout is starting (or the list is being
loaded) because the built-in screen saver has stopped, or
- `FromTo.NoValue` otherwise.

* When `ttype` is `Transition.EndLayout`, `var` will be:


- `FromTo.Frontend` if the frontend is shutting down,
- `FromTo.ScreenSaver` if the layout is stopping because the built-in
screen saver is starting, or
- `FromTo.NoValue` otherwise.

* When `ttype` is `Transition.ToNewList`, `var` indicates the filter index


offset of the filter being transitioned to (i.e. -1 when moving back one
filter, 1 when moving forward) if known, otherwise `var` is 0.

* When `ttype` is `Transition.ShowOverlay`, var will be:


- `Overlay.Custom` if a script generated overlay is being shown
- `Overlay.Exit` if the exit menu is being shown
- `Overlay.Favourite` if the add/remove favourite menu is being shown
- `Overlay.Displays` if the displays menu is being shown
- `Overlay.Filters` if the filters menu is being shown
- `Overlay.Tags` if the tags menu is being shown

* When `ttype` is `Transition.NewSelOverlay`, var will be the index of the


new selection in the Overlay menu.

* When `ttype` is `Transition.ChangedTag`, var will be `Info.Favourite` if


the favourite status of the current game was changed, and `Info.Tags` if
a tag for the current game was changed.

* When `ttype` is `Transition.ToGame`, `Transition.FromGame`,


`Transition.EndNavigation`, or `Transition.HideOverlay`, `var` will be
`FromTo.NoValue`.

The `transition_time` parameter passed to the transition function is the


amount of time (in milliseconds) since the transition began.

The transition function must return a boolean value. It should return


`true` if a redraw is required, in which case Attract-Mode will redraw the
screen and immediately call the transition function again with an updated
`transition_time`.

**The transition function must eventually return `false` to notify


Attract-Mode that the transition effect is done, allowing the normal
operation of the frontend to proceed.**

Parameters:

* environment - the squirrel object that the function is associated with


(default value: the root table of the squirrel vm)
* function_name - a string naming the function to be called.

Return Value:

* None.

&nbsp;
<a name="game_info" />

#### `fe.game_info()` ####

fe.game_info( id )
fe.game_info( id, index_offset )
fe.game_info( id, index_offset, filter_offset )

Get information about the selected game.

Parameters:

* id - id of the information attribute to get. Can be one of the


following values:
- `Info.Name`
- `Info.Title`
- `Info.Emulator`
- `Info.CloneOf`
- `Info.Year`
- `Info.Manufacturer`
- `Info.Category`
- `Info.Players`
- `Info.Rotation`
- `Info.Control`
- `Info.Status`
- `Info.DisplayCount`
- `Info.DisplayType`
- `Info.AltRomname`
- `Info.AltTitle`
- `Info.Extra`
- `Info.Favourite`
- `Info.Tags`
- `Info.PlayedCount`
- `Info.PlayedTime`
- `Info.FileIsAvailable`
- `Info.System`
- `Info.Overview`
- `Info.IsPaused`
- `Info.SortValue`
* index_offset - the offset (from the current selection) of the game to
retrieve info on. i.e. -1=previous game, 0=current game, 1=next game...
and so on. Default value is 0.
* filter_offset - the offset (from the current filter) of the filter
containing the selection to retrieve info on. i.e. -1=previous filter,
0=current filter. Default value is 0.

Return Value:

* A string containing the requested information.

Notes:

* The `Info.IsPaused` attribute is `1` if the game is currently paused by


the frontend, and an empty string if it is not.

&nbsp;
<a name="get_art" />

#### `fe.get_art()` ####

fe.get_art( label )
fe.get_art( label, index_offset )
fe.get_art( label, index_offset, filter_offset )
fe.get_art( label, index_offset, filter_offset, flags )

Get the filename of an artwork for the selected game.

Parameters:

* label - the label of the artwork to retrieve. This should correspond


to an artwork configured in Attract-Mode (artworks are configured per
emulator in the config menu) or scraped using the scraper. Attract-
Mode's standard artwork labels are: "snap", "marquee", "flyer", "wheel",
and "fanart".
* index_offset - the offset (from the current selection) of the game to
retrieve the filename for. i.e. -1=previous game, 0=current game,
1=next game... and so on. Default value is 0.
* filter_offset - the offset (from the current filter) of the filter
containing the selection to retrieve the filename for. i.e.
-1=previous filter, 0=current filter. Default value is 0.
* flags - flags to control the filename that gets returned. Can be set
to any combination of none or more of the following (i.e. `Art.ImageOnly
| Art.FullList`):
- `Art.Default` - return single match, video or image
- `Art.ImageOnly` - Override Art.Default, only return an image match (no
video)
- `Art.FullList` - Return a full list of the matches made (if multiples
available). Names are returned in a single string, semicolon separated

Return Value:

* A string containing the filename of the requested artwork. If no file


is found, an empty string is returned. If the artwork is contained in
an archive, then both the archive path and the internal path are returned,
separated by a pipe `|` character: "<archive_path>|<content_path>"

&nbsp;
<a name="get_input_state" />

#### `fe.get_input_state()` ####

fe.get_input_state( input_id )

Check if a specific keyboard key, mouse button, joystick button or joystick


direction is currently pressed, or check if any input mapped to a particular
frontend action is pressed.

Parameter:

* input_id - [string] the input to test. This can be a string in the same
format as used in the attract.cfg file for input mappings. For example,
"LControl" will check the left control key, "Joy0 Up" will check the up
direction on the first joystick, "Mouse MiddleButton" will check the
middle mouse button, and "select" will check for any input mapped to the
game select button...

Note that mouse moves and mouse wheel movements are not available through
this function.

Return Value:

* `true` if input is pressed, `false` otherwise.

&nbsp;
<a name="get_input_pos" />

#### `fe.get_input_pos()` ####

fe.get_input_pos( input_id )

Return the current position for the specified joystick axis.

Parameter:

* input_id - [string] the input to test. The format of this string


is the same as that used in the attract.cfg file. For example,
"Joy0 Up" is the up direction on the first joystick.

Return Value:

* Current position of the specified axis, in range [0..100].

&nbsp;
<a name="signal" />

#### `fe.signal()` ####

fe.signal( signal_str )

Signal that a particular frontend action should occur.


Parameters:

* signal_str - the action to signal for. Can be one of the


following strings:
- "back"
- "up"
- "down"
- "left"
- "right"
- "select"
- "prev_game"
- "next_game"
- "prev_page"
- "next_page"
- "prev_display"
- "next_display"
- "displays_menu"
- "prev_filter"
- "next_filter"
- "filters_menu"
- "toggle_layout"
- "toggle_movie"
- "toggle_mute"
- "toggle_rotate_right"
- "toggle_flip"
- "toggle_rotate_left"
- "exit"
- "exit_to_desktop"
- "screenshot"
- "configure"
- "random_game"
- "replay_last_game"
- "add_favourite"
- "prev_favourite"
- "next_favourite"
- "add_tags"
- "screen_saver"
- "prev_letter"
- "next_letter"
- "intro"
- "custom1"
- "custom2"
- "custom3"
- "custom4"
- "custom5"
- "custom6"
- "reset_window"
- "reload"

Return Value:

* None.

&nbsp;
<a name="set_display" />

#### `fe.set_display()` ####


fe.set_display( index, stack_previous )
fe.set_display( index )

Change to the display at the specified index. This should align with the
index of the fe.displays array that contains the intended display.

NOTE that changing the display causes all layout and plugin scripts to reload.

Parameters:

* index - The index of the display to change to. This should correspond to
the index in the fe.displays array of the intended new display. The index for
the current display is stored in `fe.list.display_index`.
* stack_previous - [boolean] if set to `true`, the new display is stacked on
the current one, so that when the user selects the "Back" UI button the frontend
will navigate back to the earlier display. Default value is `false`.

Return Value:

* None.

&nbsp;
<a name="add_signal_handler" />

#### `fe.add_signal_handler()` ####

fe.add_signal_handler( environment, function_name )


fe.add_signal_handler( function_name )

Register a function in your script to handle signals. Signals are sent


whenever a mapped control is used by the user or whenever a layout or
plugin script uses the [`fe.signal()`](#signal) function. The function
that is registered should be in the following form:

function handler( signal_str )


{
local no_more_processing = false;

// do stuff...

if ( no_more_processing )
return true;

return false;
}

The `signal_str` parameter passed to the handler function is a string


that identifies the signal that has been given. This string will
correspond to the `signal_str` parameter values of [`fe.signal()`](#signal)

The signal handler function should return a boolean value. It should


return `true` if no more processing should be done on this signal.
It should return `false` if signal processing is to continue, in which
case this signal will be dealt with in the default manner by the
frontend.

Parameters:
* environment - the squirrel object that the function is associated with
(default value: the root table of the squirrel vm)
* function_name - a string naming the signal handler function to
be added.

Return Value:

* None.

&nbsp;
<a name="remove_signal_handler" />

#### `fe.remove_signal_handler()` ####

fe.remove_signal_handler( environment, function_name )


fe.remove_signal_handler( function_name )

Remove a signal handler that has been added with the


[`fe.add_signal_handler()`](#add_signal_handler) function.

Parameters:

* environment - the squirrel object that the signal handler function


is associated with (default value: the root table of the squirrel vm)
* function_name - a string naming the signal handler function to
remove.

Return Value:

* None.

&nbsp;
<a name="do_nut" />

#### `fe.do_nut()` ####

fe.do_nut( name )

Execute another Squirrel script.

Parameters:

* name - the name of the script file. If a relative path is provided,


it is treated as relative to the directory for the layout/plugin that
called this function.

Return Value:

* None.

&nbsp;
<a name="load_module" />

#### `fe.load_module()` ####

fe.load_module( name )

Loads a module (a "library" Squirrel script).


Parameters:

* name - the name of the library module to load. This should


correspond to a script file in the "modules" subdirectory of your
Attract-Mode configuration (without the file extension).

Return Value:

* `true` if the module was loaded, `false' if it was not found.

&nbsp;
<a name="plugin_command" />

#### `fe.plugin_command()` ####

fe.plugin_command( executable, arg_string )


fe.plugin_command( executable, arg_string, environment, callback_function )
fe.plugin_command( executable, arg_string, callback_function )

Execute a plug-in command and wait until the command is done.

Parameters:

* executable - the name of the executable to run.


* arg_string - the arguments to pass when running the executable.
* environment - the squirrel object that the callback function
is associated with.
* callback_function - a string containing the name of the function in
Squirrel to call with any output that the executable provides on stdout.
The function should be in the following form:

function callback_function( op )
{
}

If provided, this function will get called repeatedely with chunks of the
command output in `op`. NOTE: `op` is not necessarily aligned with the
start and the end of the lines of output from the command. In any one
call `op` may contain data from multiple lines and that may begin or end
in the middle of a line.

Return Value:

* None.

&nbsp;
<a name="plugin_command_bg" />

#### `fe.plugin_command_bg()` ####

fe.plugin_command_bg( executable, arg_string )

Execute a plug-in command in the background and return immediately.

Parameters:

* executable - the name of the executable to run.


* arg_string - the arguments to pass when running the executable.
Return Value:

* None.

&nbsp;
<a name="path_expand" />

#### `fe.path_expand()` ####

fe.path_expand( path )

Expand the given path name. A leading `~` or `$HOME` token will be become
the user's home directory. On Windows systems, a leading `%SYSTEMROOT%`
token will become the path to the Windows directory and a leading
`%PROGRAMFILES%` or `%PROGRAMFILESx86%` will become the path to the
applicable Windows "Program Files" directory.

Parameters:

* path - the path string to expand.

Return Value:

* The expansion of path.

&nbsp;
<a name="path_test" />

#### `fe.path_test()` ####

fe.path_test( path, flag )

Check whether the specified path has the status indicated by `flag`.

Parameters:

* path - the path to test.


* flag - What to test for. Can be one of the following values:
- `PathTest.IsFileOrDirectory`
- `PathTest.IsFile`
- `PathTest.IsDirectory`
- `PathTest.IsRelativePath`
- `PathTest.IsSupportedArchive`
- `PathTest.IsSupportedMedia`

Return Value:

* (boolean) result.

&nbsp;
<a name="get_config" />

#### `fe.get_config()` ####

Get the user configured settings for this layout/plugin/screensaver/intro.

NOTE this function will *not* return valid settings when called from a
callback function registered with fe.add_ticks_callback(),
fe.add_transition_callback() or fe.add_signal_handler()

Parameters:

* None.

Return Value:

* A table containing each of the applicable user configured settings.


A layout or plug-in can signal its user configured settings to
Attract-Mode by defining a class named "UserConfig" at the very start
of the script. In the case a layouts, the "UserConfig" class must be
located in a file named 'layout.nut' in the layout directory.

For an example, please see one of the plug-ins included with Attract-
Mode or the "Attrac-Man" layout.

&nbsp;
<a name="get_text" />

#### `fe.get_text()` ####

fe.get_text( text )

Translate the specified text into the user's language. If no translation is


found, then return the contents of `text`.

Parameters:

* text - the text string to translate.

Return Value:

* A string containing the translated text.

&nbsp;
<a name="objects" />

Objects and Variables


---------------------

<a name="ambient_sound" />

#### `fe.ambient_sound` ####

`fe.ambient_sound` is an instance of the `fe.Sound` class and can be used to


control the ambient sound track.

&nbsp;
<a name="layout" />

#### `fe.layout` ####

`fe.layout` is an instance of the `fe.LayoutGlobals` class and is where


global layout settings are stored.

&nbsp;
<a name="list" />
#### `fe.list` ####

`fe.list` is an instance of the `fe.CurrentList` class and is where current


display settings are stored.

&nbsp;
<a name="image_cache" />

#### `fe.image_cache` ####

`fe.image_cache` is an instance of the `fe.ImageCache` class and provides script


access to Attract-Mode's internal image cache.

&nbsp;
<a name="overlay" />

#### `fe.overlay` ####

`fe.overlay` is an instance of the `fe.Overlay` class and is where overlay


functionality may be accessed.

&nbsp;
<a name="obj" />

#### `fe.obj` ####

`fe.obj` contains the Attract-Mode draw list. It is an array of `fe.Image`,


`fe.Text` and `fe.ListBox` instances.

&nbsp;
<a name="displays" />

#### `fe.displays` ####

`fe.displays` contains information on the available displays. It is an array


of `fe.Display` instances.

&nbsp;
<a name="filters" />

#### `fe.filters` ####

`fe.filters` contains information on the available filters. It is an array


of `fe.Filter` instances.

&nbsp;
<a name="monitors" />

#### `fe.monitors` ####

`fe.monitors` is an array of `fe.Monitor` instances, and provides the


mechanism for interacting with the various monitors in a multi-monitor setup.
There will always be at least one entry in this list, and the first entry
will always be the "primary" monitor.

&nbsp;
<a name="script_dir" />

#### `fe.script_dir` ####


When Attract-Mode runs a layout or plug-in script, `fe.script_dir` is set to
the layout or plug-in's directory.

&nbsp;
<a name="script_file" />

#### `fe.script_file` ####

When Attract-Mode runs a layout or plug-in script, `fe.script_file` is set to


the name of the layout or plug-in script file.

&nbsp;
<a name="module_dir" />

#### `fe.module_dir` ####

When Attract-Mode runs a module script, `fe.module_dir` is set to


the module's directory.

&nbsp;
<a name="nv" />

#### `fe.nv` ####

The fe.nv table can be used by layouts and plugins to store persistent values.
The values in this table get saved by Attract-Mode whenever the layout changes
and are saved to disk when Attract-Mode is shut down. Boolean, integer, float,
string, array and table values can be stored in this table.

&nbsp;
<a name="classes" />

Classes
-------

<a name="LayoutGlobals" />

#### `fe.LayoutGlobals` ####

This class is a container for global layout settings. The instance of this
class is the `fe.layout` object. This class cannot be otherwise instantiated
in a script.

Properties:

* `width` - Get/set the layout width. Default value is `ScreenWidth`.


* `height` - Get/set the layout height. Default value is `ScreenHeight`.
* `font` - Get/set the layout font name. Default value is the default
font configured for Attract-Mode.
* `base_rotation` - Get/set the base (i.e the default) orientation of the
layout. This can be one of the following values:
- `RotateScreen.None` (default)
- `RotateScreen.Right`
- `RotateScreen.Flip`
- `RotateScreen.Left`
* `toggle_rotation` - Get/set the "toggle" orientation of the layout. The
toggle rotation is added to the `base_rotation` to determine what the
actual rotation is at any given time. The user can change this value
using the Rotation Toggle inputs. This can be one of the following
values:
- `RotateScreen.None` (default)
- `RotateScreen.Right`
- `RotateScreen.Flip`
- `RotateScreen.Left`
* `page_size` - Get/set the number of entries to jump each time the "Next
Page" or "Previous Page" button is pressed.
* `preserve_aspect_ratio` - Get/set whether the overall layout aspect ratio
should be preserved by the frontend. Default value is false.
* `time` - Get the number of millseconds that the layout has been showing.

Notes:

* The actual rotation of the layout can be determined using the following
equation: `( fe.layout.base_rotation + fe.layout.toggle_rotation ) % 4`

&nbsp;
<a name="CurrentList" />

#### `fe.CurrentList` ####

This class is a container for status information regarding the current display.
The instance of this class is the `fe.list` object. This class cannot be
otherwise instantiated in a script.

Properties:

* `name` - Get the name of the current display.


* `display_index` - Get the index of the current display. Use the
`fe.set_display()` function if you want to change the current display.
If this value is less than 0, then the 'Displays Menu' (with a custom
layout) is currently showing.
* `filter_index` - Get/set the index of the currently selected filter.
(see `fe.filters` for the list of available filters).
* `index` - Get/set the index of the currently selected game.
* `search_rule` - Get/set the search rule applied to the current game list.
If you set this and the resulting search finds no results, then the
current game list remains displayed in its entirety. If there are
results, then those results are shown instead, until search_rule is
cleared or the user navigates away from the display/filter.
* `size` - Get the size of the current game list. If a search rule has
been applied, this will be the number of matches found (if > 0)

&nbsp;
<a name="ImageCache" />

#### `fe.ImageCache` ####

This class is a container for Attract-Mode's internal image cache. The


instance of this class is the `fe.image_cache` object. This class cannot be
otherwise instantiated in a script.

Properties:

* `count` - Get the number of images currently in the cache.


* `size` - Get the current size of the image cache (in bytes).
* `max_size` - Get the (user configured) maximum size of the image cache
(in bytes).
* `bg_load` - Get/set whether images are to be loaded on a background thread.
Setting to true might make Attract-Mode animations smoother, but can cause a
slight flicker as images get loaded. Default value is false.

Member Functions:

* `add_image( filename )` - Add `filename` image to the internal cache and/or


flag it as "most recently used". Least recently used images are cleared from
the cache first when space is needed. If filename is contained in an
archive, the parameter should be formatted: "<archive_name>|<filename>"
* `name_at( pos )` - Return the name of the image at position `pos` in the
internal
cache. `pos` can be an integer between 0 and fe.image_cache.count-1.
* `size_at( pos )` - Return the size (in bytes) of the image at position `pos`
in
the internal cache. `pos` can be an integer between 0 and
fe.image_cache.count-1

&nbsp;
<a name="Overlay" />

#### `fe.Overlay` ####

This class is a container for overlay functionality. The instance of this


class is the `fe.overlay` object. This class cannot be otherwise instantiated
in a script.

Properties:

* `is_up` - Get whether the overlay is currently being displayed (i.e. config
mode, etc).

Member Functions:

* `set_custom_controls( caption_text, options_listbox )`


* `set_custom_controls( caption_text )`
* `set_custom_controls()` - tells the frontend that the layout will provide
custom controls for displaying overlay menus such as the exit dialog,
displays menu, etc. The `caption_text` parameter is the FeText object
that the frontend end should use to display the overlay caption (i.e.
"Exit Attract-Mode?"). The `options_listbox` parameter is the FeListBox
object that the frontend should use to display the overlay options.
* `clear_custom_controls()` - tell the frontend that the layout will NOT
do any custom control handling for overlay menus. This will result in
the frontend using its built-in default menus instead for overlays.
* `list_dialog( options, title, default_sel, cancel_sel )`
* `list_dialog( options, title, default_sel )`
* `list_dialog( options, title )`
* `list_dialog( options )` - The list_dialog function prompts the user with
a menu containing a list of options, returning the index of the selection.
The `options` parameter is an array of strings that are the menu options
to display in the list. The `title` parameter is a caption for the list.
`default_sel` is the index of the entry to be selected initially (default
is 0). `cancel_sel` is the index to return if the user cancels (default
is -1). The return value is the index selected by the user.
* `edit_dialog( msg, text )` - Prompt the user to input/edit text. The
`msg` parameter is the prompt caption. `text` is the initial text to be
edited. The return value a the string of text as edited by the user.
* `splash_message( msg, second_msg="" )` - immediately provide text feedback
to the user. This could be useful during computationally-intensive
operations.

&nbsp;
<a name="Display" />

#### `fe.Display` ####

This class is a container for information about the available displays.


Instances of this class are contained in the `fe.displays` array. This class
cannot otherwise be instantiated in a script.

Properties:

* `name` - Get the name of the display.


* `layout` - Get the layout used by this display.
* `romlist` - Get the romlist used by this display.
* `in_cycle` - Get whether the display is shown in the prev display/next
display cycle.
* `in_menu` - Get whether the display is shown in the "Displays Menu"

&nbsp;
<a name="Filter" />

#### `fe.Filter` ####

This class is a container for information about the available filters.


Instances of this class are contained in the `fe.filters` array. This class
cannot otherwise be instantiated in a script.

Properties:

* `name` - Get the filter name.


* `index` - Get the index of the currently selected game in this filter.
* `size` - Get the size of the game list in this filter.
* `sort_by` - Get the attribute that the game list has been sorted by.
Will be equal to one of the following values:
- `Info.NoSort`
- `Info.Name`
- `Info.Title`
- `Info.Emulator`
- `Info.CloneOf`
- `Info.Year`
- `Info.Manufacturer`
- `Info.Category`
- `Info.Players`
- `Info.Rotation`
- `Info.Control`
- `Info.Status`
- `Info.DisplayCount`
- `Info.DisplayType`
- `Info.AltRomname`
- `Info.AltTitle`
- `Info.Extra`
- `Info.Favourite`
- `Info.Tags`
- `Info.PlayedCount`
- `Info.PlayedTime`
- `Info.FileIsAvailable`
* `reverse_order` - [bool] Will be equal to true if the list order has been
reversed.
* `list_limit` - Get the value of the list limit applied to the filter game
list.

&nbsp;
<a name="Monitor" />

#### `fe.Monitor` ####

This class represents a monitor in Attract-Mode, and provides the interface


to the extra monitors in a multi-monitor setup. Instances of this class are
contained in the `fe.monitors` array. This class cannot otherwise be
instantiated in a script.

Properties:

* `num` - Get the monitor number.


* `width` - Get the monitor width in pixels.
* `height` - Get the monitor height in pixels.

Member Functions:

* `add_image()` - add an image to the end of this monitor's draw list (see
[`fe.add_image()`](#add_image) for parameters and return value).
* `add_artwork()` - add an artwork to the end of this monitor's draw list
(see [`fe.add_artwork()`](#add_artwork) for parameters and return value).
* `add_clone()` - add a clone to the end of this monitor's draw list (see
[`fe.add_clone()`](#add_clone) for parameters and return value).
* `add_text()` - add a text to the end of this monitor's draw list (see
[`fe.add_text()`](#add_text) for parameters and return value).
* `add_listbox()` - add a listbox to the end of this monitor's draw list
(see [`fe.add_listbox()`](#add_listbox) for parameters and return value).
* `add_surface()` - add a surface to the end of this monitor's draw list
(see [`fe.add_surface()`](#add_surface) for parameters and return value).

Notes:

* As of this writing, multiple monitor support has not been implemented


for the OS X version of Attract-Mode.
* The first entry in the `fe.monitors` array is always the "primary" display
for the system.

&nbsp;
<a name="Image" />

#### `fe.Image` ####

The class representing an image in Attract-Mode. Instances of this class


are returned by the `add_image()`, `add_artwork()`, `add_surface` and
`add_clone()` functions and also appear in the `fe.obj` array (the
Attract-Mode draw list). This class cannot be otherwise instantiated in
a script.

Properties:

* `x` - Get/set x position of image (in layout coordinates).


* `y` - Get/set y position of image (in layout coordinates).
* `width` - Get/set width of image (in layout coordinates), 0 if the
image is unscaled. Default value is 0.
* `height` - Get/set height of image (in layout coordinates), if 0 the
image is unscaled. Default value is 0.
* `visible` - Get/set whether image is visible (boolean). Default value
is `true`.
* `rotation` - Get/set rotation of image around its origin. Range is [0
... 360]. Default value is 0.
* `red` - Get/set red colour level for image. Range is [0 ... 255].
Default value is 255.
* `green` - Get/set green colour level for image. Range is [0 ... 255].
Default value is 255.
* `blue` - Get/set blue colour level for image. Range is [0 ... 255].
Default value is 255.
* `alpha` - Get/set alpha level for image. Range is [0 ... 255]. Default
value is 255.
* `index_offset` - Get/set offset from current selection for the artwork/
dynamic image to display. For example, set to -1 for the image
corresponding to the previous list entry, or 1 for the next list entry,
etc. Default value is 0.
* `filter_offset` - Get/set filter offset from current filter for the
artwork/dynamic image to display. For example, set to -1 for an image
indexed in the previous filter, or 1 for the next filter, etc. Default
value is 0.
* `skew_x` - Get/set the amount of x-direction image skew (in layout
coordinates). Default value is 0. Use a negative value to skew the
image to the left instead.
* `skew_y` - Get/set the amount of y-direction image skew (in layout
coordinates). Default value is 0. Use a negative value to skew the
image up instead.
* `pinch_x` - Get/set the amount of x-direction image pinch (in layout
coordinates). Default value is 0. Use a negative value to expand
towards the bottom instead.
* `pinch_y` - Get/set the amount of y-direction image pinch (in layout
coordinates). Default value is 0. Use a negative value to expand
towards the right instead.
* `texture_width` - Get the width of the image texture (in pixels).
*** see [Notes](#ImageNotes).
* `texture_height` - Get the height of the image texture (in pixels).
*** see [Notes](#ImageNotes).
* `subimg_x` - Get/set the x position of top left corner of the image
texture sub-rectangle to display. Default value is 0.
* `subimg_y` - Get/set the y position of top left corner of the image
texture sub-rectangle to display. Default value is 0.
* `subimg_width` - Get/set the width of the image texture sub-rectangle
to display. Default value is `texture_width`.
* `subimg_height` - Get/set the height of the image texture sub-rectangle
to display. Default value is `texture_height`.
* `sample_aspect_ratio` - Get the "sample aspect ratio", which is the width
of a pixel divided by the height of the pixel.
* `origin_x` - Get/set the x position of the local origin for the image.
The origin defines the centre point for any positioning or rotation of
the image. Default origin in 0,0 (top-left corner).
* `origin_y` - Get/set the y position of the local origin for the image.
The origin defines the centre point for any positioning or rotation of
the image. Default origin is 0,0 (top-left corner).
* `video_flags` - [image & artwork only] Get/set video flags for this
object. These flags allow you to override Attract-Mode's default video
playback behaviour. Can be set to any combination of none or more of the
following (i.e. `Vid.NoAudio | Vid.NoLoop`):
- `Vid.Default`
- `Vid.ImagesOnly` (disable video playback, display images instead)
- `Vid.NoAudio` (silence the audio track)
- `Vid.NoAutoStart` (don't automatically start video playback)
- `Vid.NoLoop` (don't loop video playback)
* `video_playing` - [image & artwork only] Get/set whether video is
currently playing in this artwork (boolean).
* `video_duration` - Get the video duration (in milliseconds).
* `video_time` - Get the time that the video is current at (in milliseconds).
* `preserve_aspect_ratio` - Get/set whether the aspect ratio from the source
image is to be preserved. Default value is `false`.
* `file_name` - [image & artwork only] Get/set the name of the image/video
file being shown. Note that if you set this on an artwork or a dynamic
image object it will get reset the next time the user changes the game
selection. If file_name is contained in an archive, this string should be
formatted: "<archive_name>|<filename>"
* `shader` - Get/set the GLSL shader for this image. This can only be set to
an instance of the class `fe.Shader` (see: `fe.add_shader()`).
* `trigger` - Get/set the transition that triggers updates of this artwork/
dynamic image. Can be set to `Transition.ToNewSelection` or
`Transition.EndNavigation`. Default value is `Transition.ToNewSelection`.
* `smooth` - Get/set whether the image is to be smoothed. Default value can
be configured in attract.cfg
* `zorder` - Get/set the Image's order in the applicable draw list. Objects
with a lower zorder are drawn first, so that when objects overlap, the one
with the higher zorder is drawn on top. Default value is 0.
* `blend_mode` - Get/set the blend mode for this image. Can have one of the
following values:
- `BlendMode.Alpha`
- `BlendMode.Add`
- `BlendMode.Screen`
- `BlendMode.Multiply`
- `BlendMode.Overlay`
- `BlendMode.Premultiplied`
- `BlendMode.None`
* `mipmap` - Get/set the automatic generation of mipmap for the
image/artwork/video.
Setting this to `true` greatly improves the quality of scaled down images.
The default value is `false`. It's advised to force anisotropic filtering in
the display driver settings if the Image with auto generated mipmap is scaled
by the ratio that is not isotropic.

Member Functions:

* `set_rgb( r, g, b )` - Set the red, green and blue colour values for the
image. Range is [0 ... 255].
* `set_pos( x, y )` - Set the image position (in layout coordinates).
* `set_pos( x, y, width, height )` - Set the image position and size (in
layout coordinates).
* `swap( other_img )` - swap the texture contents of this object (and all
of its clones) with the contents of "other_img" (and all of its clones).
If an image or artwork is swapped, its video attributes (`video_flags`
and `video_playing`) will be swapped as well.
* `fix_masked_image()` - Takes the colour of the top left pixel in the image
and makes all the pixels in the image with that colour transparent.
* `load_from_archive( archive, filename )` - Load the image from the
specified archive file (.zip, etc).
* `add_image()` - [surface only] add an image to the end of this surface's
draw list (see [`fe.add_image()`](#add_image) for parameters and return
value).
* `add_artwork()` - [surface only] add an artwork to the end of this
surface's draw list (see [`fe.add_artwork()`](#add_artwork) for parameters
and return value).
* `add_clone()` - [surface only] add a clone to the end of this surface's
draw list (see [`fe.add_clone()`](#add_clone) for parameters and return
value).
* `add_text()` - [surface only] add a text to the end of this surface's draw
list (see [`fe.add_text()`](#add_text) for parameters and return value).
* `add_listbox()` - [surface only] add a listbox to the end of this
surface's draw list (see [`fe.add_listbox()`](#add_listbox) for parameters
and return value).
* `add_surface()` - [surface only] add a surface to the end of this
surface's draw list (see [`fe.add_surface()`](#add_surface) for parameters
and return value).

&nbsp;
<a name="ImageNotes" />

Notes:

* Note that Attract-Mode defers the loading of artwork and dynamic images
(images with Magic Tokens) until after all layout and plug-in scripts have
completed running. This means that the `texture_width`, `texture_height`
and `file_name` attributes are not available when a layout or plug-in
script first adds the artwork/dynamic image resource. These attributes
are available during transition callbacks, and in particular during the
`Transition.FromOldSelection` and `Transition.ToNewList` transitions.
Example:

```` squirrel
local my_art = fe.add_artwork( "snap", 0, 0, 100, 100 );

fe.add_transition_callback( "artwork_transition" );
function artwork_transition( ttype, var, ttime )
{
if (( ttype == Transition.FromOldSelection )
|| ( ttype == Transition.ToNewList ))
{
//
// do stuff with my_art's texture_width or texture_height here...
//
// for example, flip the image vertically:
my_art.subimg_height = -1 * texture_height;
my_art.subimg_y = texture_height;
}

return false;
}
````

* To flip an image vertically, set the `subimg_height` property to


`-1 * texture_height` and `subimg_y` to `texture_height`.
* To flip an image horizontally, set the `subimg_width` property to
`-1 * texture_width` and `subimg_x` to `texture_width`.

```` squirrel
// flip "img" vertically
function flip_y( img )
{
img.subimg_height = -1 * img.texture_height;
img.subimg_y = img.texture_height;
}
````

* To rotate an image around its centre, set the origin_x and origin_y
values to one half of the image's width and height (respectively)
and then set the 'rotation' value accordingly

```` squirrel
local img = fe.add_image( "img.png", 100, 100, 200, 200 );
img.origin_x = 100;
img.origin_y = 100;
img.rotation = 90; // rotate img around its centre
````

&nbsp;
<a name="Text" />

#### `fe.Text` ####

The class representing a text label in Attract-Mode. Instances of this


class are returned by the `add_text()` functions and also appear in the
`fe.obj` array (the Attract-Mode draw list). This class cannot be
otherwise instantiated in a script.

Properties:
* `msg` - Get/set the text label's message. Magic tokens can be used here,
see [Magic Tokens](#magic) for more information.
* `msg_wrapped` - Get the text label's message after word wrapping.
* `x` - Get/set x position of top left corner (in layout coordinates).
* `y` - Get/set y position of top left corner (in layout coordinates).
* `width` - Get/set width of text (in layout coordinates).
* `height` - Get/set height of text (in layout coordinates).
* `visible` - Get/set whether text is visible (boolean). Default value
is `true`.
* `rotation` - Get/set rotation of text. Range is [0 ... 360]. Default
value is 0.
* `red` - Get/set red colour level for text. Range is [0 ... 255].
Default value is 255.
* `green` - Get/set green colour level for text. Range is [0 ... 255].
Default value is 255.
* `blue` - Get/set blue colour level for text. Range is [0 ... 255].
Default value is 255.
* `alpha` - Get/set alpha level for text. Range is [0 ... 255]. Default
value is 255.
* `index_offset` - Get/set offset from current game selection for text
info to display. For example, set to -1 to show text info for the
previous list entry, or 1 for the next list entry. Default value is 0.
* `filter_offset` - Get/set filter offset from current filter for the
text info to display. For example, set to -1 to show text info for
a selection in the previous filter, or 1 for the next filter, etc.
Default value is 0.
* `bg_red` - Get/set red colour level for text background. Range is
[0 ... 255]. Default value is 0.
* `bg_green` - Get/set green colour level for text background. Range is
[0 ... 255]. Default value is 0.
* `bg_blue` - Get/set blue colour level for text background. Range is
[0 ... 255]. Default value is 0.
* `bg_alpha` - Get/set alpha level for text background. Range is [0 ...
255]. Default value is 0 (transparent).
* `char_size` - Get/set the forced character size. If this is <= 0
then Attract-Mode will autosize based on `height`. Default value is -1.
* `glyph_size` - Get the height in pixels of the capital letter.
Useful if you want to set the textbox height to match the letter height.
* `char_spacing` - Get/set the spacing factor between letters. Default value is
1.0
* `line_spacing` - Get/set the spacing factor between lines. Default value is
1.0
At values 0.75 or lower letters start to overlap. For uppercase texts it's
around 0.5
It's advised to use this property with the new align modes.
* `style` - Get/set the text style. Can be a combination of one or more
of the following (i.e. `Style.Bold | Style.Italic`):
- `Style.Regular` (default)
- `Style.Bold`
- `Style.Italic`
- `Style.Underlined`
* `align` - Get/set the text alignment. Can be one of the following
values:
- `Align.Centre` (default)
- `Align.Left`
- `Align.Right`
- `Align.TopCentre`
- `Align.TopLeft`
- `Align.TopRight`
- `Align.BottomCentre`
- `Align.BottomLeft`
- `Align.BottomRight`
- `Align.MiddleCentre`
- `Align.MiddleLeft`
- `Align.MiddleRight`
The last 3 alignment modes have the same function as the first 3,
but they are more accurate. The first 3 modes are preserved for compatibility.
* `word_wrap` - Get/set whether word wrapping is enabled in this text
(boolean). Default is `false`.
* `msg_width` - Get the width of the text message, in layout coordinates.
* `font` - Get/set the name of the font used for this text. Default is
the layout font name.
* `margin` - Get/set the margin spacing in pixels to sides of the text.
Default value is `-1` which calcualtes the margin based on the .char_size.
* `shader` - Get/set the GLSL shader for this text. This can only be set to
an instance of the class `fe.Shader` (see: `fe.add_shader()`).
* `zorder` - Get/set the Text's order in the applicable draw list. Objects
with a lower zorder are drawn first, so that when objects overlap, the one
with the higher zorder is drawn on top. Default value is 0.

Member Functions:

* `set_rgb( r, g, b )` - Set the red, green and blue colour values for the
text. Range is [0 ... 255].
* `set_bg_rgb( r, g, b )` - Set the red, green and blue colour values for
the text background. Range is [0 ... 255].
* `set_pos( x, y )` - Set the text position (in layout coordinates).
* `set_pos( x, y, width, height )` - Set the text position and size (in
layout coordinates).
&nbsp;
<a name="ListBox" />

#### `fe.ListBox` ####

The class representing the listbox in Attract-Mode. Instances of this


class are returned by the `add_listbox()` functions and also appear in the
`fe.obj` array (the Attract-Mode draw list). This class cannot be
otherwise instantiated in a script.

Properties:

* `x` - Get/set x position of top left corner (in layout coordinates).


* `y` - Get/set y position of top left corner (in layout coordinates).
* `width` - Get/set width of listbox (in layout coordinates).
* `height` - Get/set height of listbox (in layout coordinates).
* `visible` - Get/set whether listbox is visible (boolean). Default value
is `true`.
* `rotation` - Get/set rotation of listbox. Range is [0 ... 360]. Default
value is 0.
* `red` - Get/set red colour level for text. Range is [0 ... 255].
Default value is 255.
* `green` - Get/set green colour level for text. Range is [0 ... 255].
Default value is 255.
* `blue` - Get/set blue colour level for text. Range is [0 ... 255].
Default value is 255.
* `alpha` - Get/set alpha level for text. Range is [0 ... 255].
Default value is 255.
* `index_offset` - Not used.
* `filter_offset` - Get/set filter offset from current filter for the
text info to display. For example, set to -1 to show info for the
previous filter, or 1 for the next filter, etc. Default value is 0.
* `bg_red` - Get/set red colour level for background. Range is
[0 ... 255]. Default value is 0.
* `bg_green` - Get/set green colour level for background. Range is
[0 ... 255]. Default value is 0.
* `bg_blue` - Get/set blue colour level for background. Range is
[0 ... 255]. Default value is 0.
* `bg_alpha` - Get/set alpha level for background. Range is [0 ...
255]. Default value is 0 (transparent).
* `sel_red` - Get/set red colour level for selection text. Range is
[0 ... 255]. Default value is 255.
* `sel_green` - Get/set green colour level for selection text. Range is
[0 ... 255]. Default value is 255.
* `sel_blue` - Get/set blue colour level for selection text. Range is
[0 ... 255]. Default value is 0.
* `sel_alpha` - Get/set alpha level for selection text. Range is
[0 ... 255]. Default value is 255.
* `selbg_red` - Get/set red colour level for selection background. Range
is [0 ... 255]. Default value is 0.
* `selbg_green` - Get/set green colour level for selection background.
Range is [0 ... 255]. Default value is 0.
* `selbg_blue` - Get/set blue colour level for selection background.
Range is [0 ... 255]. Default value is 255.
* `selbg_alpha` - Get/set alpha level for selection background. Range is
[0 ... 255]. Default value is 255.
* `rows` - Get/set the number of listbox rows. Default value is 11.
* `list_size` - Get the size of the list shown by listbox.
When listbox is assigned as an overlay custom control this property
will return the number of options available in the overlay dialog.
This property is updated during `Transition.ShowOverlay`
* `char_size` - Get/set the forced character size. If this is <= 0
then Attract-Mode will autosize based on the value of `height`/`rows`.
Default value is -1.
* `glyph_size` - Get the height in pixels of the capital letter.
* `char_spacing` - Get/set the spacing factor between letters. Default value is
1.0
* `style` - Get/set the text style. Can be a combination of one or more
of the following (i.e. `Style.Bold | Style.Italic`):
- `Style.Regular` (default)
- `Style.Bold`
- `Style.Italic`
- `Style.Underlined`
* `align` - Get/set the text alignment. Can be one of the following
values:
- `Align.Centre` (default)
- `Align.Left`
- `Align.Right`
- `Align.TopCentre`
- `Align.TopLeft`
- `Align.TopRight`
- `Align.BottomCentre`
- `Align.BottomLeft`
- `Align.BottomRight`
- `Align.MiddleCentre`
- `Align.MiddleLeft`
- `Align.MiddleRight`
The last 3 alignment modes have the same function as the first 3,
but they are more accurate. The first 3 modes are preserved for compatibility.
* `sel_style` - Get/set the selection text style. Can be a combination
of one or more of the following (i.e. `Style.Bold | Style.Italic`):
- `Style.Regular` (default)
- `Style.Bold`
- `Style.Italic`
- `Style.Underlined`
* `font` - Get/set the name of the font used for this listbox. Default is
the layout font name.
* `margin` - Get/set the margin spacing in pixels to sides of the text.
Default value is `-1` which calcualtes the margin based on the .char_size.
* `format_string` - Get/set the format for the text to display in each list
entry. Magic tokens can be used here, see [Magic Tokens](#magic) for more
information. If empty, game titles will be displayed (i.e. the same
behaviour as if set to "[Title]"). Default is an empty value.
* `shader` - Get/set the GLSL shader for this listbox. This can only be set
to an instance of the class `fe.Shader` (see: `fe.add_shader()`).
* `zorder` - Get/set the Listbox's order in the applicable draw list. Objects
with a lower zorder are drawn first, so that when objects overlap, the one
with the higher zorder is drawn on top. Default value is 0.

Member Functions:

* `set_rgb( r, g, b )` - Set the red, green and blue colour values for the
text. Range is [0 ... 255].
* `set_bg_rgb( r, g, b )` - Set the red, green and blue colour values for
the text background. Range is [0 ... 255].
* `set_sel_rgb( r, g, b )` - Set the red, green and blue colour values
for the selection text. Range is [0 ... 255].
* `set_selbg_rgb( r, g, b )` - Set the red, green and blue colour values
for the selection background. Range is [0 ... 255].
* `set_pos( x, y )` - Set the listbox position (in layout coordinates).
* `set_pos( x, y, width, height )` - Set the listbox position and size (in
layout coordinates).

&nbsp;
<a name="Sound" />

#### `fe.Sound` ####

The class representing an audio track. Instances of this class are returned
by the `fe.add_sound()` function. This is also the class for the
`fe.ambient_sound` object. Object of this class cannot be otherwise
instantiated in a script.

Properties:

* `file_name` - Get/set the audio filename. If file_name is contained in


an archive, this string should formatted: "<archive_name>|<filename>"
* `playing` - Get/set whether the track is currently playing (boolean).
* `loop` - Get/set whether the track should be looped (boolean).
* `pitch` - Get/set the audio pitch (float). Default value is 1.
* `x` - Get/set the x position of the sound. Default value is 0.
* `y` - Get/set the y position of the sound. Default value is 0.
* `z` - Get/set the z position of the sound. Default value is 0.
* `duration` - Get the audio track duration (in milliseconds).
* `time` - Get the time that the audio track is current at (in
milliseconds).

Member Functions:

* `get_metadata( tag )` - Get the meta data (if available in the source
file) that corresponds to the specified tag (i.e. "artist", "album", etc.)
* `load_from_archive( archive, filename )` - Load the sound from the
specified archive file (.zip, etc).

&nbsp;
<a name="Shader" />

#### `fe.Shader` ####

The class representing a GLSL shader. Instances of this class are returned
by the `fe.add_shader()` function. This class cannot be otherwise
instantiated in a script.

Properties:

* `type` - Get the shader type. Can be one of the following values:
- `Shader.VertexAndFragment`
- `Shader.Vertex`
- `Shader.Fragment`
- `Shader.Empty`

Member Functions:

* `set_param( name, f )` - Set the float variable (float GLSL type) with
the specified name to the value of f.
* `set_param( name, f1, f2 )` - Set the 2-component vector variable (vec2
GLSL type) with the specified name to (f1,f2).
* `set_param( name, f1, f2, f3 )` - Set the 3-component vector variable
(vec3 GLSL type) with the specified name to (f1,f2,f3).
* `set_param( name, f1, f2, f3, f4 )` - Set the 4-component vector
variable (vec4 GLSL type) with the specified name to (f1,f2,f3,f4).
* `set_texture_param( name )` - Set the texture variable (sampler2D GLSL
type) with the specified name. The texture used will be the texture
for whatever object (fe.Image, fe.Text, fe.Listbox) the shader is
drawing.
* `set_texture_param( name, image )` - Set the texture variable (sampler2D
GLSL type) with the specified name to the texture contained in "image".
"image" must be an instance of the `fe.Image` class.

&nbsp;
<a name="constants" />

Constants
---------

#### `FeVersion` [string] ####


#### `FeVersionNum` [int] ####

The current Attract-Mode version.

#### `FeConfigDirectory` [string] ####

The path to Attract-Mode's config directory.

#### `IntroActive` [bool] ####

true if the intro is active, false otherwise.

#### `Language` [string] ####

The configured language.

#### `OS` [string] ####

The Operating System that Attract-Mode is running under. Will be one of:
"Windows", "OSX", "FreeBSD", "Linux" or "Unknown".

#### `ScreenWidth` [int] ####


#### `ScreenHeight` [int] ####

The screen width and height in pixels.

#### `ScreenRefreshRate` [int] ####

The refresh rate of the main screen in Hz.

#### `ScreenSaverActive` [bool] ####

true if the screen saver is active, false otherwise.

#### `ShadersAvailable` [bool] ####

true if GLSL shaders are available on this system, false otherwise.

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