diff options
Diffstat (limited to 'src/emu/gamedrv.h')
-rw-r--r-- | src/emu/gamedrv.h | 354 |
1 files changed, 318 insertions, 36 deletions
diff --git a/src/emu/gamedrv.h b/src/emu/gamedrv.h index 2843e7a36c8..eba153e3410 100644 --- a/src/emu/gamedrv.h +++ b/src/emu/gamedrv.h @@ -16,6 +16,9 @@ #include <type_traits> +/// \defgroup machinedef Machine definition macros + + //************************************************************************** // CONSTANTS //************************************************************************** @@ -59,51 +62,76 @@ struct machine_flags DECLARE_ENUM_BITWISE_OPERATORS(machine_flags::type); -// flags for machine drivers constexpr u64 MACHINE_TYPE_ARCADE = machine_flags::TYPE_ARCADE; constexpr u64 MACHINE_TYPE_CONSOLE = machine_flags::TYPE_CONSOLE; constexpr u64 MACHINE_TYPE_COMPUTER = machine_flags::TYPE_COMPUTER; constexpr u64 MACHINE_TYPE_OTHER = machine_flags::TYPE_OTHER; -constexpr u64 MACHINE_NOT_WORKING = machine_flags::NOT_WORKING; -constexpr u64 MACHINE_SUPPORTS_SAVE = machine_flags::SUPPORTS_SAVE; -constexpr u64 MACHINE_NO_COCKTAIL = machine_flags::NO_COCKTAIL; -constexpr u64 MACHINE_IS_BIOS_ROOT = machine_flags::IS_BIOS_ROOT; -constexpr u64 MACHINE_REQUIRES_ARTWORK = machine_flags::REQUIRES_ARTWORK; -constexpr u64 MACHINE_CLICKABLE_ARTWORK = machine_flags::CLICKABLE_ARTWORK; -constexpr u64 MACHINE_UNOFFICIAL = machine_flags::UNOFFICIAL; -constexpr u64 MACHINE_NO_SOUND_HW = machine_flags::NO_SOUND_HW; -constexpr u64 MACHINE_MECHANICAL = machine_flags::MECHANICAL; -constexpr u64 MACHINE_IS_INCOMPLETE = machine_flags::IS_INCOMPLETE; + + +/// \addtogroup machinedef +/// \{ +/// \name System emulation status constants +/// +/// Constants representing system emulation status flags. May be +/// combined for use as FLAGS arguments to the #GAME, #GAMEL, #CONS, +/// #COMP and #SYST macros. +/// \{ + +// flags for machine drivers +constexpr u64 MACHINE_NOT_WORKING = machine_flags::NOT_WORKING; ///< Imperfect emulation prevents using the system as intended +constexpr u64 MACHINE_SUPPORTS_SAVE = machine_flags::SUPPORTS_SAVE; ///< All devices in the system supports save states (enables auto save feature, and won't show a warning on using save states) +constexpr u64 MACHINE_NO_COCKTAIL = machine_flags::NO_COCKTAIL; ///< The system supports screen flipping for use in a cocktail cabinet, but this feature is not properly emulated +constexpr u64 MACHINE_IS_BIOS_ROOT = machine_flags::IS_BIOS_ROOT; ///< The system represents an empty system board of some kind - clones are treated as separate systems rather than variants +constexpr u64 MACHINE_REQUIRES_ARTWORK = machine_flags::REQUIRES_ARTWORK; ///< The system requires external artwork for key functionality +constexpr u64 MACHINE_CLICKABLE_ARTWORK = machine_flags::CLICKABLE_ARTWORK; ///< Enables pointer display for the system to facilitate using clickable artwork +constexpr u64 MACHINE_UNOFFICIAL = machine_flags::UNOFFICIAL; ///< The system represents an after-market or end-user modification to a system +constexpr u64 MACHINE_NO_SOUND_HW = machine_flags::NO_SOUND_HW; ///< The system has no sound output capability +constexpr u64 MACHINE_MECHANICAL = machine_flags::MECHANICAL; ///< The system depends on mechanical features for key functionality +constexpr u64 MACHINE_IS_INCOMPLETE = machine_flags::IS_INCOMPLETE; ///< The system represents an incomplete prototype // flags that map to device feature flags -constexpr u64 MACHINE_UNEMULATED_PROTECTION = 0x00000001'00000000; // game's protection not fully emulated -constexpr u64 MACHINE_WRONG_COLORS = 0x00000002'00000000; // colors are totally wrong -constexpr u64 MACHINE_IMPERFECT_COLORS = 0x00000004'00000000; // colors are not 100% accurate, but close -constexpr u64 MACHINE_IMPERFECT_GRAPHICS = 0x00000008'00000000; // graphics are wrong/incomplete -constexpr u64 MACHINE_NO_SOUND = 0x00000010'00000000; // sound is missing -constexpr u64 MACHINE_IMPERFECT_SOUND = 0x00000020'00000000; // sound is known to be wrong -constexpr u64 MACHINE_IMPERFECT_CONTROLS = 0x00000040'00000000; // controls are known to be imperfectly emulated -constexpr u64 MACHINE_NODEVICE_MICROPHONE = 0x00000080'00000000; // any game/system that has unemulated audio capture device -constexpr u64 MACHINE_NODEVICE_PRINTER = 0x00000100'00000000; // any game/system that has unemulated hardcopy output device -constexpr u64 MACHINE_NODEVICE_LAN = 0x00000200'00000000; // any game/system that has unemulated local networking -constexpr u64 MACHINE_IMPERFECT_TIMING = 0x00000400'00000000; // timing is known to be imperfectly emulated +constexpr u64 MACHINE_UNEMULATED_PROTECTION = 0x00000001'00000000; ///< Some form of protection is imperfectly emulated (e.g. copy protection or anti-tampering) +constexpr u64 MACHINE_WRONG_COLORS = 0x00000002'00000000; ///< Colours are completely wrong +constexpr u64 MACHINE_IMPERFECT_COLORS = 0x00000004'00000000; ///< Colours are close but not completely accurate +constexpr u64 MACHINE_IMPERFECT_GRAPHICS = 0x00000008'00000000; ///< Graphics are emulated incorrectly for the system +constexpr u64 MACHINE_NO_SOUND = 0x00000010'00000000; ///< The system has sound output, but it is not emulated +constexpr u64 MACHINE_IMPERFECT_SOUND = 0x00000020'00000000; ///< Sound is known to be imperfectly emulated for the system +constexpr u64 MACHINE_IMPERFECT_CONTROLS = 0x00000040'00000000; ///< Controls or inputs are emulated imperfectly for the system +constexpr u64 MACHINE_NODEVICE_MICROPHONE = 0x00000080'00000000; ///< The system has unemulated audio capture functionality +constexpr u64 MACHINE_NODEVICE_PRINTER = 0x00000100'00000000; ///< The system has unemulated printer functionality +constexpr u64 MACHINE_NODEVICE_LAN = 0x00000200'00000000; ///< The system has unemulated local area networking +constexpr u64 MACHINE_IMPERFECT_TIMING = 0x00000400'00000000; ///< Timing is known to be imperfectly emulated for the system // useful combinations of flags -constexpr u64 MACHINE_IS_SKELETON = MACHINE_NO_SOUND | MACHINE_NOT_WORKING; // flag combination for skeleton drivers +constexpr u64 MACHINE_IS_SKELETON = MACHINE_NO_SOUND | MACHINE_NOT_WORKING; ///< Useful combination of flags for preliminary systems constexpr u64 MACHINE_IS_SKELETON_MECHANICAL = MACHINE_IS_SKELETON | MACHINE_MECHANICAL | MACHINE_REQUIRES_ARTWORK; // flag combination for skeleton mechanical machines +/// \} +/// \} + //************************************************************************** // TYPE DEFINITIONS //************************************************************************** -// static POD structure describing each game driver entry +/// \brief Static system description +/// +/// A plain data structure providing static information about an system. +/// Used to allow multiple systems to be implemented using a single +/// system device class (an implementation of #driver_device). class game_driver { public: typedef void (*machine_creator_wrapper)(machine_config &, device_t &); typedef void (*driver_init_wrapper)(device_t &); + /// \brief Get unemulated system features + /// + /// Converts system flags corresponding to unemulated device + /// features to the a device feature type bit field. + /// \param [in] flags A system flags bit field. + /// \return A device feature type bit field corresponding to + /// unemulated features declared in the \p flags argument. static constexpr device_t::feature_type unemulated_features(u64 flags) { return @@ -114,6 +142,14 @@ public: ((flags & MACHINE_NODEVICE_LAN) ? device_t::feature::LAN : device_t::feature::NONE); } + /// \brief Get imperfectly emulated system features + /// + /// Converts system flags corresponding to imperfectly emulated + /// device features to the a device feature type bit field. + /// \param [in] flags A system flags bit field. + /// \return A device feature type bit field corresponding to + /// imperfectly emulated features declared in the \p flags + /// argument. static constexpr device_t::feature_type imperfect_features(u64 flags) { return @@ -126,7 +162,7 @@ public: } device_type type; // static type info for driver class - const char * parent; // if this is a clone, the name of the parent + const char * parent; // name of the parent or BIOS system if applicable const char * year; // year the game was released const char * manufacturer; // manufacturer of the game machine_creator_wrapper machine_creator; // machine driver tokens @@ -136,7 +172,7 @@ public: const char * compatible_with; const internal_layout * default_layout; // default internally defined layout machine_flags::type flags; // orientation and other flags; see defines above - char name[MAX_DRIVER_NAME_CHARS + 1]; // short name of the game + char name[MAX_DRIVER_NAME_CHARS + 1]; // short name of the system }; @@ -164,9 +200,61 @@ driver_device_creator< \ game_driver::unemulated_features(FLAGS), \ game_driver::imperfect_features(FLAGS)> -// standard GAME() macro -#define GAME(YEAR,NAME,PARENT,MACHINE,INPUT,CLASS,INIT,MONITOR,COMPANY,FULLNAME,FLAGS) \ -GAME_DRIVER_TRAITS(NAME,FULLNAME) \ + +/// \addtogroup machinedef +/// \{ + +/// \brief Define a "game" system +/// +/// Use this macro to define most systems intended for public use, +/// including arcade games, gambling machines, vending machines, and +/// information kiosks. Muse be used in the global namespace. +/// +/// Creates an appropriately named and populated #game_driver structure +/// describing the system. +/// \param YEAR The year that the system was first made available. Must +/// be a token containing only the digits zero to nine, question mark +/// and plus sign. +/// \param NAME The short name of the system, used for identification, +/// and in filesystem paths for assets and data. Must be a token no +/// longer than sixteen characters, containing only ASCII lowercase +/// letters, digits and underscores. Must be globally unique across +/// systems and devices. +/// \param PARENT Short name of the parent or BIOS system if applicable, +/// or a single digit zero otherwise. +/// \param MACHINE Function used to buid machine configuration for the +/// system. Must be a public member function of the system device +/// class (\p CLASS argument), returning void and taking a reference +/// to a #machine_config object as a parameter. +/// \param INPUT Input port definitions for the root device of the +/// system, usually defined using #INPUT_PORTS_START and associated +/// macros. +/// \param CLASS Class to instantiate as the root device of the system. +/// Must be an implementation of #driver_device. +/// \param INIT Initialisation function called after all child devices +/// have started, but before the driver start functions are called. +/// Often used for tasks like decrypting ROMs. Must be a public +/// member function of the system device class (\p CLASS argument), +/// returning void and accepting no parameters. The function +/// #driver_device::empty_init is supplied for systems that don't need +/// to perform additional tasks. +/// \param MONITOR Screen orientation flags applied to all screens in +/// the system, after the individual screens' orientation flags are +/// applied. Usually one #ROT0, #ROT90, #ROT180 or #ROT270. +/// \param COMPANY Name of the developer or distributor of the system. +/// Must be a string. +/// \param FULLNAME Display name for the system. Must be a string, and +/// must be globally unique across systems and devices. +/// \param FLAGS Bitwise combination of emulation status flags for the +/// system, in addition to flags supplied by the system device class +/// (see #device_t::unemulated_features and +/// #device_t::imperfect_features). It is advisable to supply +/// unemulated and imperfectly emulated feature flags that apply to +/// all systems implemented using the class in the class itself to +/// avoid repetition. +/// \sa GAMEL CONS COMP SYST +#define GAME(YEAR, NAME, PARENT, MACHINE, INPUT, CLASS, INIT, MONITOR, COMPANY, FULLNAME, FLAGS) \ +GAME_DRIVER_TRAITS(NAME, FULLNAME) \ extern game_driver const GAME_NAME(NAME) \ { \ GAME_DRIVER_TYPE(NAME, CLASS, FLAGS), \ @@ -183,9 +271,62 @@ extern game_driver const GAME_NAME(NAME) \ #NAME \ }; -// standard macro with additional layout -#define GAMEL(YEAR,NAME,PARENT,MACHINE,INPUT,CLASS,INIT,MONITOR,COMPANY,FULLNAME,FLAGS,LAYOUT) \ -GAME_DRIVER_TRAITS(NAME,FULLNAME) \ + +/// \brief Define a "game" system with an additional internal layout +/// +/// Equivalent to the #GAME macro, but with the additional ability to +/// supply system-specific internal artwork layout data. Views from the +/// system-specific layout are available in addition to any views from +/// layout data specified in the machine configuration. Must be used in +/// the global namespace. +/// +/// Creates an appropriately named and populated #game_driver structure +/// describing the system. +/// \param YEAR The year that the system was first made available. Must +/// be a token containing only the digits zero to nine, question mark +/// and plus sign. +/// \param NAME The short name of the system, used for identification, +/// and in filesystem paths for assets and data. Must be a token no +/// longer than sixteen characters, containing only ASCII lowercase +/// letters, digits and underscores. Must be globally unique across +/// systems and devices. +/// \param PARENT Short name of the parent or BIOS system if applicable, +/// or a single digit zero otherwise. +/// \param MACHINE Function used to buid machine configuration for the +/// system. Must be a public member function of the system device +/// class (\p CLASS argument), returning void and taking a reference +/// to a #machine_config object as a parameter. +/// \param INPUT Input port definitions for the root device of the +/// system, usually defined using #INPUT_PORTS_START and associated +/// macros. +/// \param CLASS Class to instantiate as the root device of the system. +/// Must be an implementation of #driver_device. +/// \param INIT Initialisation function called after all child devices +/// have started, but before the driver start functions are called. +/// Often used for tasks like decrypting ROMs. Must be a public +/// member function of the system device class (\p CLASS argument), +/// returning void and accepting no parameters. The function +/// #driver_device::empty_init is supplied for systems that don't need +/// to perform additional tasks. +/// \param MONITOR Screen orientation flags applied to all screens in +/// the system, after the individual screens' orientation flags are +/// applied. Usually one #ROT0, #ROT90, #ROT180 or #ROT270. +/// \param COMPANY Name of the developer or distributor of the system. +/// Must be a string. +/// \param FULLNAME Display name for the system. Must be a string, and +/// must be globally unique across systems and devices. +/// \param FLAGS Bitwise combination of emulation status flags for the +/// system, in addition to flags supplied by the system device class +/// (see #device_t::unemulated_features and +/// #device_t::imperfect_features). It is advisable to supply +/// unemulated and imperfectly emulated feature flags that apply to +/// all systems implemented using the class in the class itself to +/// avoid repetition. +/// \param LAYOUT An #internal_layout structure providing additional +/// internal artwork for the system. +/// \sa GAME CONS COMP SYST +#define GAMEL(YEAR, NAME, PARENT, MACHINE, INPUT, CLASS, INIT, MONITOR, COMPANY, FULLNAME, FLAGS, LAYOUT) \ +GAME_DRIVER_TRAITS(NAME, FULLNAME) \ extern game_driver const GAME_NAME(NAME) \ { \ GAME_DRIVER_TYPE(NAME, CLASS, FLAGS), \ @@ -203,8 +344,54 @@ extern game_driver const GAME_NAME(NAME) \ }; -// standard console definition macro -#define CONS(YEAR,NAME,PARENT,COMPAT,MACHINE,INPUT,CLASS,INIT,COMPANY,FULLNAME,FLAGS) \ +/// \brief Define a "console" system +/// +/// Use this macro to define appliance-like entertainment systems +/// designed for domestic use. Must be used in the global namespace. +/// +/// Creates an appropriately named and populated #game_driver structure +/// describing the system. +/// \param YEAR The year that the system was first made available. Must +/// be a token containing only the digits zero to nine, question mark +/// and plus sign. +/// \param NAME The short name of the system, used for identification, +/// and in filesystem paths for assets and data. Must be a token no +/// longer than sixteen characters, containing only ASCII lowercase +/// letters, digits and underscores. Must be globally unique across +/// systems and devices. +/// \param PARENT Short name of the parent or BIOS system if applicable, +/// or a single digit zero otherwise. +/// \param COMPAT Short name of a system that this system is compatible +/// with if applicable, or a single digit zero otherwise. +/// \param MACHINE Function used to buid machine configuration for the +/// system. Must be a public member function of the system device +/// class (\p CLASS argument), returning void and taking a reference +/// to a #machine_config object as a parameter. +/// \param INPUT Input port definitions for the root device of the +/// system, usually defined using #INPUT_PORTS_START and associated +/// macros. +/// \param CLASS Class to instantiate as the root device of the system. +/// Must be an implementation of #driver_device. +/// \param INIT Initialisation function called after all child devices +/// have started, but before the driver start functions are called. +/// Often used for tasks like decrypting ROMs. Must be a public +/// member function of the system device class (\p CLASS argument), +/// returning void and accepting no parameters. The function +/// #driver_device::empty_init is supplied for systems that don't need +/// to perform additional tasks. +/// \param COMPANY Name of the developer or distributor of the system. +/// Must be a string. +/// \param FULLNAME Display name for the system. Must be a string, and +/// must be globally unique across systems and devices. +/// \param FLAGS Bitwise combination of emulation status flags for the +/// system, in addition to flags supplied by the system device class +/// (see #device_t::unemulated_features and +/// #device_t::imperfect_features). It is advisable to supply +/// unemulated and imperfectly emulated feature flags that apply to +/// all systems implemented using the class in the class itself to +/// avoid repetition. Screen orientation flags may be included here. +/// \sa GAME GAMEL COMP SYST +#define CONS(YEAR, NAME, PARENT, COMPAT, MACHINE, INPUT, CLASS, INIT, COMPANY, FULLNAME, FLAGS) \ GAME_DRIVER_TRAITS(NAME,FULLNAME) \ extern game_driver const GAME_NAME(NAME) \ { \ @@ -222,7 +409,54 @@ extern game_driver const GAME_NAME(NAME) \ #NAME \ }; -// standard computer definition macro + +/// \brief Define a "computer" system +/// +/// Use this macro to define computer-like systems. Must be used in the +/// global namespace. +/// +/// Creates an appropriately named and populated #game_driver structure +/// describing the system. +/// \param YEAR The year that the system was first made available. Must +/// be a token containing only the digits zero to nine, question mark +/// and plus sign. +/// \param NAME The short name of the system, used for identification, +/// and in filesystem paths for assets and data. Must be a token no +/// longer than sixteen characters, containing only ASCII lowercase +/// letters, digits and underscores. Must be globally unique across +/// systems and devices. +/// \param PARENT Short name of the parent or BIOS system if applicable, +/// or a single digit zero otherwise. +/// \param COMPAT Short name of a system that this system is compatible +/// with if applicable, or a single digit zero otherwise. +/// \param MACHINE Function used to buid machine configuration for the +/// system. Must be a public member function of the system device +/// class (\p CLASS argument), returning void and taking a reference +/// to a #machine_config object as a parameter. +/// \param INPUT Input port definitions for the root device of the +/// system, usually defined using #INPUT_PORTS_START and associated +/// macros. +/// \param CLASS Class to instantiate as the root device of the system. +/// Must be an implementation of #driver_device. +/// \param INIT Initialisation function called after all child devices +/// have started, but before the driver start functions are called. +/// Often used for tasks like decrypting ROMs. Must be a public +/// member function of the system device class (\p CLASS argument), +/// returning void and accepting no parameters. The function +/// #driver_device::empty_init is supplied for systems that don't need +/// to perform additional tasks. +/// \param COMPANY Name of the developer or distributor of the system. +/// Must be a string. +/// \param FULLNAME Display name for the system. Must be a string, and +/// must be globally unique across systems and devices. +/// \param FLAGS Bitwise combination of emulation status flags for the +/// system, in addition to flags supplied by the system device class +/// (see #device_t::unemulated_features and +/// #device_t::imperfect_features). It is advisable to supply +/// unemulated and imperfectly emulated feature flags that apply to +/// all systems implemented using the class in the class itself to +/// avoid repetition. Screen orientation flags may be included here. +/// \sa GAME GAMEL CONS SYST #define COMP(YEAR,NAME,PARENT,COMPAT,MACHINE,INPUT,CLASS,INIT,COMPANY,FULLNAME,FLAGS) \ GAME_DRIVER_TRAITS(NAME,FULLNAME) \ extern game_driver const GAME_NAME(NAME) \ @@ -241,7 +475,54 @@ extern game_driver const GAME_NAME(NAME) \ #NAME \ }; -// standard system definition macro + +/// \brief Define a generic system +/// +/// Use this macro to define miscellaneous systems that don't fall into +/// one of the other categories. Must be used in the global namespace. +/// +/// Creates an appropriately named and populated #game_driver structure +/// describing the system. +/// \param YEAR The year that the system was first made available. Must +/// be a token containing only the digits zero to nine, question mark +/// and plus sign. +/// \param NAME The short name of the system, used for identification, +/// and in filesystem paths for assets and data. Must be a token no +/// longer than sixteen characters, containing only ASCII lowercase +/// letters, digits and underscores. Must be globally unique across +/// systems and devices. +/// \param PARENT Short name of the parent or BIOS system if applicable, +/// or a single digit zero otherwise. +/// \param COMPAT Short name of a system that this system is compatible +/// with if applicable, or a single digit zero otherwise. +/// \param MACHINE Function used to buid machine configuration for the +/// system. Must be a public member function of the system device +/// class (\p CLASS argument), returning void and taking a reference +/// to a #machine_config object as a parameter. +/// \param INPUT Input port definitions for the root device of the +/// system, usually defined using #INPUT_PORTS_START and associated +/// macros. +/// \param CLASS Class to instantiate as the root device of the system. +/// Must be an implementation of #driver_device. +/// \param INIT Initialisation function called after all child devices +/// have started, but before the driver start functions are called. +/// Often used for tasks like decrypting ROMs. Must be a public +/// member function of the system device class (\p CLASS argument), +/// returning void and accepting no parameters. The function +/// #driver_device::empty_init is supplied for systems that don't need +/// to perform additional tasks. +/// \param COMPANY Name of the developer or distributor of the system. +/// Must be a string. +/// \param FULLNAME Display name for the system. Must be a string, and +/// must be globally unique across systems and devices. +/// \param FLAGS Bitwise combination of emulation status flags for the +/// system, in addition to flags supplied by the system device class +/// (see #device_t::unemulated_features and +/// #device_t::imperfect_features). It is advisable to supply +/// unemulated and imperfectly emulated feature flags that apply to +/// all systems implemented using the class in the class itself to +/// avoid repetition. Screen orientation flags may be included here. +/// \sa GAME GAMEL CONS COMP #define SYST(YEAR,NAME,PARENT,COMPAT,MACHINE,INPUT,CLASS,INIT,COMPANY,FULLNAME,FLAGS) \ GAME_DRIVER_TRAITS(NAME,FULLNAME) \ extern game_driver const GAME_NAME(NAME) \ @@ -260,5 +541,6 @@ extern game_driver const GAME_NAME(NAME) \ #NAME \ }; +/// \} #endif // MAME_EMU_GAMEDRV_H |