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-rw-r--r--src/emu/rendlay.h558
1 files changed, 546 insertions, 12 deletions
diff --git a/src/emu/rendlay.h b/src/emu/rendlay.h
index d1de55f73ef..fb7871bd0ef 100644
--- a/src/emu/rendlay.h
+++ b/src/emu/rendlay.h
@@ -1,5 +1,5 @@
// license:BSD-3-Clause
-// copyright-holders:Aaron Giles
+// copyright-holders:Aaron Giles, Vas Crabb
/***************************************************************************
rendlay.h
@@ -13,23 +13,557 @@
#pragma once
+#include "rendertypes.h"
+#include "screen.h"
+
//**************************************************************************
-// GLOBAL VARIABLES
+// TYPE DEFINITIONS
//**************************************************************************
-// no screens layouts
-extern const internal_layout layout_noscreens; // for screenless systems
+namespace emu::render::detail {
+
+struct bounds_step
+{
+ void get(render_bounds &result) const { result = bounds; }
+
+ int state;
+ render_bounds bounds;
+ render_bounds delta;
+};
+using bounds_vector = std::vector<bounds_step>;
+
+struct color_step
+{
+ void get(render_color &result) const { result = color; }
+
+ int state;
+ render_color color;
+ render_color delta;
+};
+using color_vector = std::vector<color_step>;
+
+
+class layout_environment;
+class view_environment;
+
+} // namespace emu::render::detail
+
+
+/// \brief A description of a piece of visible artwork
+///
+/// Most view_items (except for those in the screen layer) have exactly
+/// one layout_element which describes the contents of the item.
+/// Elements are separate from items because they can be re-used
+/// multiple times within a layout. Even though an element can contain
+/// a number of components, they are treated as if they were a single
+/// bitmap.
+class layout_element
+{
+public:
+ using environment = emu::render::detail::layout_environment;
+
+ // construction/destruction
+ layout_element(environment &env, util::xml::data_node const &elemnode);
+ virtual ~layout_element();
+
+ // getters
+ running_machine &machine() const { return m_machine; }
+ int default_state() const { return m_defstate; }
+ render_texture *state_texture(int state);
+
+ // operations
+ void preload();
+
+private:
+ /// \brief An image, rectangle, or disk in an element
+ ///
+ /// Each layout_element contains one or more components. Each
+ /// component can describe either an image or a rectangle/disk
+ /// primitive. Each component also has a "state" associated with it,
+ /// which controls whether or not the component is visible (if the
+ /// owning item has the same state, it is visible).
+ class component
+ {
+ public:
+ typedef std::unique_ptr<component> ptr;
+
+ // construction/destruction
+ component(environment &env, util::xml::data_node const &compnode);
+ virtual ~component() = default;
+
+ // setup
+ void normalize_bounds(float xoffs, float yoffs, float xscale, float yscale);
+
+ // getters
+ int statemask() const { return m_statemask; }
+ int stateval() const { return m_stateval; }
+ std::pair<int, bool> statewrap() const;
+ render_bounds overall_bounds() const;
+ render_bounds bounds(int state) const;
+ render_color color(int state) const;
+
+ // operations
+ virtual void preload(running_machine &machine);
+ virtual void draw(running_machine &machine, bitmap_argb32 &dest, int state);
+
+ protected:
+ // helpers
+ virtual int maxstate() const;
+ virtual void draw_aligned(running_machine &machine, bitmap_argb32 &dest, const rectangle &bounds, int state);
+
+ // drawing helpers
+ void draw_text(render_font &font, bitmap_argb32 &dest, const rectangle &bounds, std::string_view str, int align, const render_color &color);
+ void draw_segment_horizontal_caps(bitmap_argb32 &dest, int minx, int maxx, int midy, int width, int caps, rgb_t color);
+ void draw_segment_horizontal(bitmap_argb32 &dest, int minx, int maxx, int midy, int width, rgb_t color);
+ void draw_segment_vertical_caps(bitmap_argb32 &dest, int miny, int maxy, int midx, int width, int caps, rgb_t color);
+ void draw_segment_vertical(bitmap_argb32 &dest, int miny, int maxy, int midx, int width, rgb_t color);
+ void draw_segment_diagonal_1(bitmap_argb32 &dest, int minx, int maxx, int miny, int maxy, int width, rgb_t color);
+ void draw_segment_diagonal_2(bitmap_argb32 &dest, int minx, int maxx, int miny, int maxy, int width, rgb_t color);
+ void draw_segment_decimal(bitmap_argb32 &dest, int midx, int midy, int width, rgb_t color);
+ void draw_segment_comma(bitmap_argb32 &dest, int minx, int maxx, int miny, int maxy, int width, rgb_t color);
+ void apply_skew(bitmap_argb32 &dest, int skewwidth);
+
+ private:
+ using bounds_vector = emu::render::detail::bounds_vector;
+ using color_vector = emu::render::detail::color_vector;
+
+ // internal state
+ int const m_statemask; // bits of state used to control visibility
+ int const m_stateval; // masked state value to make component visible
+ bounds_vector m_bounds; // bounds of the element
+ color_vector m_color; // color of the element
+ };
+
+ // component implementations
+ class image_component;
+ class rect_component;
+ class disk_component;
+ class text_component;
+ class led7seg_component;
+ class led8seg_gts1_component;
+ class led14seg_component;
+ class led16seg_component;
+ class led14segsc_component;
+ class led16segsc_component;
+ class dotmatrix_component;
+ class simplecounter_component;
+ class reel_component;
+
+ // a texture encapsulates a texture for a given element in a given state
+ class texture
+ {
+ public:
+ texture();
+ texture(texture const &that) = delete;
+ texture(texture &&that);
+
+ ~texture();
+
+ texture &operator=(texture const &that) = delete;
+ texture &operator=(texture &&that);
+
+ layout_element * m_element; // pointer back to the element
+ render_texture * m_texture; // texture for this state
+ int m_state; // associated state number
+ };
+
+ typedef component::ptr (*make_component_func)(environment &env, util::xml::data_node const &compnode);
+ typedef std::map<std::string, make_component_func> make_component_map;
+
+ // internal helpers
+ static void element_scale(bitmap_argb32 &dest, bitmap_argb32 &source, const rectangle &sbounds, void *param);
+ template <typename T> static component::ptr make_component(environment &env, util::xml::data_node const &compnode);
+ template <int D> static component::ptr make_dotmatrix_component(environment &env, util::xml::data_node const &compnode);
+
+ static make_component_map const s_make_component; // maps component XML names to creator functions
+
+ // internal state
+ running_machine & m_machine; // reference to the owning machine
+ std::vector<component::ptr> m_complist; // list of components
+ int const m_defstate; // default state of this element
+ int m_statemask; // mask to apply to state values
+ bool m_foldhigh; // whether we need to fold state values above the mask range
+ std::vector<texture> m_elemtex; // array of element textures used for managing the scaled bitmaps
+};
+
+
+/// \brief A reusable group of elements
+///
+/// Views expand/flatten groups into their component elements applying
+/// an optional coordinate transform. This is mainly useful duplicating
+/// the same sublayout in multiple views. It would be more useful
+/// within a view if it could be parameterised. Groups only exist while
+/// parsing a layout file - no information about element grouping is
+/// preserved.
+class layout_group
+{
+public:
+ using environment = emu::render::detail::layout_environment;
+ using group_map = std::unordered_map<std::string, layout_group>;
+ using transform = std::array<std::array<float, 3>, 3>;
+
+ layout_group(util::xml::data_node const &groupnode);
+ ~layout_group();
+
+ util::xml::data_node const &get_groupnode() const { return m_groupnode; }
+
+ transform make_transform(int orientation, render_bounds const &dest) const;
+ transform make_transform(int orientation, transform const &trans) const;
+ transform make_transform(int orientation, render_bounds const &dest, transform const &trans) const;
+
+ void set_bounds_unresolved();
+ void resolve_bounds(environment &env, group_map &groupmap);
+
+private:
+ void resolve_bounds(environment &env, group_map &groupmap, std::vector<layout_group const *> &seen);
+ void resolve_bounds(
+ environment &env,
+ util::xml::data_node const &parentnode,
+ group_map &groupmap,
+ std::vector<layout_group const *> &seen,
+ bool &empty,
+ bool vistoggle,
+ bool repeat,
+ bool init);
+
+ util::xml::data_node const & m_groupnode;
+ render_bounds m_bounds;
+ bool m_bounds_resolved;
+};
+
+
+/// \brief A single view within a layout_file
+///
+/// The view is described using arbitrary coordinates that are scaled to
+/// fit within the render target. Pixels within a view are assumed to
+/// be square.
+class layout_view
+{
+public:
+ using layout_environment = emu::render::detail::layout_environment;
+ using view_environment = emu::render::detail::view_environment;
+ using element_map = std::unordered_map<std::string, layout_element>;
+ using group_map = std::unordered_map<std::string, layout_group>;
+ using screen_ref_vector = std::vector<std::reference_wrapper<screen_device const>>;
+ using prepare_items_delegate = delegate<void ()>;
+ using preload_delegate = delegate<void ()>;
+ using recomputed_delegate = delegate<void ()>;
+
+ /// \brief A single item in a view
+ ///
+ /// Each view has a list of item structures describing the visual
+ /// elements to draw, where they are located, additional blending
+ /// modes, and bindings for inputs and outputs.
+ class item
+ {
+ friend class layout_view;
+
+ public:
+ using state_delegate = delegate<int ()>;
+ using bounds_delegate = delegate<void (render_bounds &)>;
+ using color_delegate = delegate<void (render_color &)>;
+
+ // construction/destruction
+ item(
+ view_environment &env,
+ util::xml::data_node const &itemnode,
+ element_map &elemmap,
+ int orientation,
+ layout_group::transform const &trans,
+ render_color const &color);
+ ~item();
+
+ // getters
+ std::string const &id() const { return m_id; }
+ layout_element *element() const { return m_element; }
+ screen_device *screen() const { return m_screen; }
+ bool bounds_animated() const { return m_bounds.size() > 1U; }
+ bool color_animated() const { return m_color.size() > 1U; }
+ render_bounds bounds() const { render_bounds result; m_get_bounds(result); return result; }
+ render_color color() const { render_color result; m_get_color(result); return result; }
+ int blend_mode() const { return m_blend_mode; }
+ u32 visibility_mask() const { return m_visibility_mask; }
+ int orientation() const { return m_orientation; }
+ render_container *screen_container() const { return m_screen ? &m_screen->container() : nullptr; }
+
+ // interactivity
+ bool has_input() const { return bool(m_input_port); }
+ std::pair<ioport_port *, ioport_value> input_tag_and_mask() const { return std::make_pair(m_input_port, m_input_mask); };
+ bool clickthrough() const { return m_clickthrough; }
+
+ // fetch state based on configured source
+ int element_state() const { return m_get_elem_state(); }
+ int animation_state() const { return m_get_anim_state(); }
+
+ // set state
+ void set_state(int state) { m_elem_state = state; }
+
+ // set handlers
+ void set_element_state_callback(state_delegate &&handler);
+ void set_animation_state_callback(state_delegate &&handler);
+ void set_bounds_callback(bounds_delegate &&handler);
+ void set_color_callback(color_delegate &&handler);
+
+ // resolve tags, if any
+ void resolve_tags();
+
+ private:
+ using bounds_vector = emu::render::detail::bounds_vector;
+ using color_vector = emu::render::detail::color_vector;
+
+ state_delegate default_get_elem_state();
+ state_delegate default_get_anim_state();
+ bounds_delegate default_get_bounds();
+ color_delegate default_get_color();
+ int get_state() const;
+ int get_output() const;
+ int get_input_raw() const;
+ int get_input_field_cached() const;
+ int get_input_field_conditional() const;
+ int get_anim_output() const;
+ int get_anim_input() const;
+ void get_interpolated_bounds(render_bounds &result) const;
+ void get_interpolated_color(render_color &result) const;
+
+ static layout_element *find_element(view_environment &env, util::xml::data_node const &itemnode, element_map &elemmap);
+ static bounds_vector make_bounds(view_environment &env, util::xml::data_node const &itemnode, layout_group::transform const &trans);
+ static color_vector make_color(view_environment &env, util::xml::data_node const &itemnode, render_color const &mult);
+ static std::string make_animoutput_tag(view_environment &env, util::xml::data_node const &itemnode);
+ static std::string make_animinput_tag(view_environment &env, util::xml::data_node const &itemnode);
+ static ioport_value make_animmask(view_environment &env, util::xml::data_node const &itemnode);
+ static std::string make_input_tag(view_environment &env, util::xml::data_node const &itemnode);
+ static int get_blend_mode(view_environment &env, util::xml::data_node const &itemnode);
+ static unsigned get_state_shift(ioport_value mask);
+
+ // internal state
+ layout_element *const m_element; // pointer to the associated element (non-screens only)
+ state_delegate m_get_elem_state; // resolved element state function
+ state_delegate m_get_anim_state; // resolved animation state function
+ bounds_delegate m_get_bounds; // resolved bounds function
+ color_delegate m_get_color; // resolved color function
+ output_finder<> m_output; // associated output
+ output_finder<> m_animoutput; // associated output for animation if different
+ ioport_port * m_animinput_port; // input port used for animation
+ int m_elem_state; // element state used in absence of bindings
+ ioport_value const m_animmask; // mask for animation state
+ u8 const m_animshift; // shift for animation state
+ ioport_port * m_input_port; // input port of this item
+ ioport_field const * m_input_field; // input port field of this item
+ ioport_value const m_input_mask; // input mask of this item
+ u8 const m_input_shift; // input mask rightshift for raw (trailing 0s)
+ bool m_clickthrough; // should click pass through to lower elements
+ screen_device * m_screen; // pointer to screen
+ int const m_orientation; // orientation of this item
+ bounds_vector m_bounds; // bounds of the item
+ color_vector const m_color; // color of the item
+ int m_blend_mode; // blending mode to use when drawing
+ u32 m_visibility_mask; // combined mask of parent visibility groups
+
+ // cold items
+ std::string const m_id; // optional unique item identifier
+ std::string const m_input_tag; // input tag of this item
+ std::string const m_animinput_tag; // tag of input port for animation state
+ bounds_vector const m_rawbounds; // raw (original) bounds of the item
+ bool const m_have_output; // whether we actually have an output
+ bool const m_input_raw; // get raw data from input port
+ bool const m_have_animoutput; // whether we actually have an output for animation
+ bool const m_has_clickthrough; // whether clickthrough was explicitly configured
+ };
+ using item_list = std::list<item>;
+ using item_ref_vector = std::vector<std::reference_wrapper<item> >;
+
+ /// \brief A subset of items in a view that can be hidden or shown
+ ///
+ /// Visibility toggles allow the user to show or hide selected parts
+ /// of a view.
+ class visibility_toggle
+ {
+ public:
+ // construction/destruction/assignment
+ visibility_toggle(std::string &&name, u32 mask);
+ visibility_toggle(visibility_toggle const &) = default;
+ visibility_toggle(visibility_toggle &&) = default;
+ visibility_toggle &operator=(visibility_toggle const &) = default;
+ visibility_toggle &operator=(visibility_toggle &&) = default;
+
+ // getters
+ std::string const &name() const { return m_name; }
+ u32 mask() const { return m_mask; }
+
+ private:
+ std::string m_name; // display name for the toggle
+ u32 m_mask; // toggle combination to show
+ };
+ using visibility_toggle_vector = std::vector<visibility_toggle>;
+
+ /// \brief An edge of an item in a view
+ class edge
+ {
+ public:
+ // construction/destruction
+ constexpr edge(unsigned index, float position, bool trailing)
+ : m_index(index)
+ , m_position(position)
+ , m_trailing(trailing)
+ {
+ }
+
+ // getters
+ constexpr unsigned index() const { return m_index; }
+ constexpr float position() const { return m_position; }
+ constexpr bool trailing() const { return m_trailing; }
+
+ // comparison
+ constexpr bool operator<(edge const &that) const
+ {
+ return std::make_tuple(m_position, m_trailing, m_index) < std::make_tuple(that.m_position, that.m_trailing, that.m_index);
+ }
+
+ private:
+ unsigned m_index; // index of item in some collection
+ float m_position; // position of edge on given axis
+ bool m_trailing; // false for edge at lower position on axis
+ };
+ using edge_vector = std::vector<edge>;
+
+ // construction/destruction
+ layout_view(
+ layout_environment &env,
+ util::xml::data_node const &viewnode,
+ element_map &elemmap,
+ group_map &groupmap);
+ ~layout_view();
+
+ // getters
+ item *get_item(std::string const &id);
+ item_list &items() { return m_items; }
+ bool has_screen(screen_device const &screen) const;
+ const std::string &name() const { return m_name; }
+ const std::string &unqualified_name() const { return m_unqualified_name; }
+ size_t visible_screen_count() const { return m_screens.size(); }
+ float effective_aspect() const { return m_effaspect; }
+ const render_bounds &bounds() const { return m_bounds; }
+ bool has_visible_screen(screen_device const &screen) const;
+ const item_ref_vector &visible_items() const { return m_visible_items; }
+ const item_ref_vector &visible_screen_items() const { return m_screen_items; }
+ const item_ref_vector &interactive_items() const { return m_interactive_items; }
+ const edge_vector &interactive_edges_x() const { return m_interactive_edges_x; }
+ const edge_vector &interactive_edges_y() const { return m_interactive_edges_y; }
+ const screen_ref_vector &visible_screens() const { return m_screens; }
+ const visibility_toggle_vector &visibility_toggles() const { return m_vistoggles; }
+ u32 default_visibility_mask() const { return m_defvismask; }
+ bool has_art() const { return m_has_art; }
+
+ // set handlers
+ void set_prepare_items_callback(prepare_items_delegate &&handler);
+ void set_preload_callback(preload_delegate &&handler);
+ void set_recomputed_callback(recomputed_delegate &&handler);
+
+ // operations
+ void prepare_items() { if (!m_prepare_items.isnull()) m_prepare_items(); }
+ void recompute(u32 visibility_mask, bool zoom_to_screens);
+ void preload();
+
+ // resolve tags, if any
+ void resolve_tags();
+
+private:
+ struct layer_lists;
+
+ using item_id_map = std::unordered_map<
+ std::reference_wrapper<std::string const>,
+ item &,
+ std::hash<std::string>,
+ std::equal_to<std::string> >;
+
+ // add items, recursing for groups
+ void add_items(
+ layer_lists &layers,
+ view_environment &env,
+ util::xml::data_node const &parentnode,
+ element_map &elemmap,
+ group_map &groupmap,
+ int orientation,
+ layout_group::transform const &trans,
+ render_color const &color,
+ bool root,
+ bool repeat,
+ bool init);
+
+ static std::string make_name(layout_environment &env, util::xml::data_node const &viewnode);
+
+ // internal state
+ float m_effaspect; // X/Y of the layout in current configuration
+ render_bounds m_bounds; // computed bounds of the view in current configuration
+ item_list m_items; // list of layout items
+ item_ref_vector m_visible_items; // all visible items
+ item_ref_vector m_screen_items; // visible items that represent screens to draw
+ item_ref_vector m_interactive_items;// visible items that can accept pointer input
+ edge_vector m_interactive_edges_x;
+ edge_vector m_interactive_edges_y;
+ screen_ref_vector m_screens; // list screens visible in current configuration
+
+ // handlers
+ prepare_items_delegate m_prepare_items; // prepare items for adding to render container
+ preload_delegate m_preload; // additional actions when visible items change
+ recomputed_delegate m_recomputed; // additional actions on resizing/visibility change
+
+ // cold items
+ std::string m_name; // display name for the view
+ std::string m_unqualified_name; // the name exactly as specified in the layout file
+ item_id_map m_items_by_id; // items with non-empty ID indexed by ID
+ visibility_toggle_vector m_vistoggles; // collections of items that can be shown/hidden
+ render_bounds m_expbounds; // explicit bounds of the view
+ u32 m_defvismask; // default visibility mask
+ bool m_has_art; // true if the layout contains non-screen elements
+};
+
+
+/// \brief Layout description file
+///
+/// Comprises a list of elements and a list of views. The elements are
+/// reusable items that the views reference.
+class layout_file
+{
+public:
+ using element_map = std::unordered_map<std::string, layout_element>;
+ using group_map = std::unordered_map<std::string, layout_group>;
+ using view_list = std::list<layout_view>;
+ using resolve_tags_delegate = delegate<void ()>;
+
+ // construction/destruction
+ layout_file(device_t &device, util::xml::data_node const &rootnode, char const *searchpath, char const *dirname);
+ ~layout_file();
+
+ // getters
+ device_t &device() const { return m_device; }
+ element_map const &elements() const { return m_elemmap; }
+ view_list &views() { return m_viewlist; }
+ view_list const &views() const { return m_viewlist; }
+
+ // resolve tags, if any
+ void resolve_tags();
+
+ // set handlers
+ void set_resolve_tags_callback(resolve_tags_delegate &&handler);
-// dual screen layouts
-extern const internal_layout layout_dualhsxs; // dual 4:3 screens side-by-side
-extern const internal_layout layout_dualhovu; // dual 4:3 screens above and below
-extern const internal_layout layout_dualhuov; // dual 4:3 screens below and above
+private:
+ using environment = emu::render::detail::layout_environment;
-// triple screen layouts
-extern const internal_layout layout_triphsxs; // triple 4:3 screens side-by-side
+ // add elements and parameters
+ void add_elements(
+ environment &env,
+ util::xml::data_node const &parentnode,
+ group_map &groupmap,
+ bool repeat,
+ bool init);
-// quad screen layouts
-extern const internal_layout layout_quadhsxs; // quad 4:3 screens side-by-side
+ // internal state
+ device_t & m_device; // device that caused file to be loaded
+ element_map m_elemmap; // list of shared layout elements
+ view_list m_viewlist; // list of views
+ resolve_tags_delegate m_resolve_tags; // additional actions after resolving tags
+};
#endif // MAME_EMU_RENDLAY_H