Commit Graph

8 Commits

Author SHA1 Message Date
bicarus a48eccab93 sdk: insert coin (#903)
## Link to GitHub Issue or related Pull Request, if one exists
developer request

## Description of change
Expose coin insert API over the SDK

## Testing
see sample sdk code
2026-09-05 04:26:44 -07:00
Jiongjia Lu dad88caf01 api: add card lookup endpoint (#891)
## Link to GitHub Issue or related Pull Request, if one exists

N/A

## Description of change

I am developing [spice.nimabe.net](https://spice.nimabe.net), a static
frontend for SpiceAPI. It already supports generating and inserting new
card IDs, but SpiceAPI does not provide a way to discover cards already
configured on the game machine.

This makes the frontend inconvenient for existing users who generated
and saved their card IDs locally. They currently have to open each card
file on the game machine and manually copy its ID into the frontend.

This change adds a `card.get_cards` API function that enumerates the
current cards for readers supported by the running game. Each entry
contains:

- reader index
- canonical 16-character card ID
- `source`, set to `file` or `override`
- `file_name` for file-backed cards

File-backed cards expose only the save-file basename. Active `-card0`
and `-card1` values are returned with `source: "override"` and no
`file_name`, instead of representing an override as a file. spicefe
derives the useful default import names `card0` and `card1` from the
reader index. Reader enumeration uses `eamuse_get_game_keypads()` so
games with only one reader do not expose a second card.

This allows spicefe and other API clients to offer one-click import for
existing cards, without requiring users to manually find and copy their
card IDs.

Because card IDs are sensitive, `card.get_cards` can only be used when
the operator has configured an API password. No full filesystem path is
exposed. Missing, unreadable, and invalid cards are omitted.

The existing `card.insert` function remains unchanged. To avoid
requiring a password for the whole card module, this change adds support
for password requirements on individual API functions while preserving
existing module-wide password behavior.

Access to configured card paths and runtime card overrides is
synchronized because API requests may read them concurrently with
configuration updates.

The Python and Dart API wrappers and README documentation have been
updated for the new function and source metadata.

## Testing

- Ran the complete `src/spice2x/build_docker.sh` build successfully.
- Built all required 32-bit and 64-bit targets.
- Built the Windows XP-compatible 32-bit targets.
- Passed static import checks.
- Passed Windows 7 and Windows XP compatibility checks.
- Completed release packaging successfully.
- Verified both updated Dart wrappers are correctly formatted.
- Ran all 106 spicefe tests successfully.
- `git diff --check` passes.

*This implementation was prepared with assistance from OpenAI Codex.*
2026-08-25 00:49:31 -07:00
bicarus 82e0c053d0 overlay: create a dedicated thread for polling hotkeys (#864)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change
Create a new thread that polls for the following hotkeys:

* super exit (both alt+f4 and bound key)
* coin insert
* screenshot

The goal is to make the capture of these more reliable, because before
this PR it wasn't.

## Testing
2026-08-12 20:04:59 -07:00
bicarus 89602cfcab misc: clean up eamuse_get_game (#713)
No need to allocate a new `std::string` every call...
2026-05-29 09:08:07 -07:00
Biduleman c59d399ab8 Automated PIN Macro after auto-inserting a card (#698)
## Description of change
Adds a way to automatically use the PIN Macro for P1, P2 or both when
Auto Card Insert is used.

### Launcher changes: 
 - Added a checkbox to enable/disable the feature
 - Added a textbox for each player to set what to look for in the logs.

### How it works:
The feature requires Auto Card Insert and PIN Macro to be enabled and
set.
It uses the Auto Card Insert value to enable the feature for P1, P2 or
both, with a "master" checkbox to completely disable the feature. It
then relies on the current PIN Macro code to send the PIN to the games.

The games logs send a message when a new scene is loaded with the name
of the scene. By hooking on the logs, we can see when a PIN is required
and send the relevant macro. Games have different scene names, and
sometimes one for each player, so the field is configurable per game per
player. These could be hard-coded in a lookup table but I didn't want to
recompile the project every time I wanted to test, and I don't have all
the games to get this info from.

The PIN Macro thread is used to hook to the logs and check if the
defined string appears, which triggers the PIN macro just like a button
press would.

Setting nothing for the log trigger disables the feature for that
player. It's useful if someone wants to have Auto Card Insert enabled
for both players but only Auto Pin on 1 player, but is mainly there so
the check won't happen if nothing is set.

## Testing
I used SDVX and DDR to have a single and a two player test with the
feature both enabled and disabled. I also tested multiple combinations
of PIN Macro settings and Auto Card Insert settings with no apparent
issues. The PIN is automatically entered as soon as the game requests
it.

## Discussion

I know that hooking to the logs might not be the best solution. I'm very
open to discussions about this, and understand that this might be a deal
breaker for this feature. I made this to use with my setup and thought
I'd try opening this PR to see if the feature would be useful for
others.

I haven't found another way to make sure we're on the correct screen to
launch the PIN Macro, and sending the macro every time the Auto Card
Insert finishes had sync issues where the end of the PIN would actually
be registered by the game.

It would also be much more convenient for the users to hardcode a lookup
table for every games' log-trigger but I don't have the games currently
so I can't check the logs to see what would be best.

---------

Co-authored-by: Maxime St-Pierre <maxime.stpierre@ticketmaster.com>
2026-05-25 16:00:06 -07:00
bicarus-dev 48186245fe overlay: update UI for card manager (#294)
## Link to GitHub Issue, if one exists
n/a

## Description of change
Change the usage pattern for Card Manager UI.

### Previous behavior

Previously, it was a list of cards that you select, and click a button
to insert as P1 or P2.

This is fine, but users got confused when they pressed `Insert Card`
overlay key and got a different card inserted, or when auto-insert
didn't work as expected.

Additionally, if you play a game without continue (IIDX/DDR for
example), then it's cumbersome to bring up the overlay and click on
insert card every time.

### New behavior

Insert Card overlay now lets you pick a card and *slot* it into P1 or P2
side.

From that point on, the slotted card number is used as the override,
replacing what was previously passed to `-card0` or `-card1`. This means
that `Insert Card` button and auto-insert will pick up the new card and
use that instead.

## Compiling
👍 

## Testing
Tested 1p-only game (popn) and 2p games (DDR, IIDX).
2025-04-07 01:49:07 -07:00
bicarus-dev 8dc835bf52 Auto PIN entry (#272)
## Link to GitHub Issue, if one exists
Fixes https://github.com/spice2x/spice2x.github.io/issues/193

## Description of change
Merges guardianblue's changes plus some code review feedback.

Adds the ability to automatically type out the digits of a PIN when an
overlay shortcut is pressed.

## Compiling
💯 

## Testing
Tested:
* 32 bit popn
* TDJ, 1p/2p
* KFC, UFC
2025-03-23 18:05:38 -07:00
sp2xdev ed8c72852f Initial commit for GitHub migration based on spice2x-25-03-03 2025-03-10 19:16:49 -07:00