| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
| |
|
|
|
|
| |
Use osd_printf_verbose instead of popmessage in ay8910 (too annoying even for debug build)
|
|
|
|
| |
- fixed offset of vector lines and clipping rectangle when vector primitives are prepared to be rendered into a texture (HLSL) instead of directly on the screen (GDI, D3D)
|
|
|
|
|
|
|
|
| |
luaengine: callbacks for plugins (nw)
rendlay: layout tag external handler support (nw)
fidel_csc and mdndclab: example layout scripts (nw)
--
Neither layout script is complete. The chess doesn't handle castling or en passant and the Dungeons and Dragons only does the walls.
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
| |
Replace the old device_iterator and its specialized versions with functionally equivalent classes that use standard operators to yield references to devices/interfaces rather than pointers. With range-based for loops, they no longer have to be stored in named variables, though they can also be reused concurrently since the iteration state is now maintained by a subclass.
Add a few more typical getters to device_t::subdevice_list.
|
| |
|
| |
|
|
|
|
|
| |
- added handling of texture coordinates for vector screens to core render
- added handling of orientation/rotation for vector screens to D3D renderer
|
| |
|
|\ |
|
| | |
|
|/
|
|
|
|
|
|
| |
C++11 range-based for loops can now iterate over simple_list, tagged_list, core_options, device_t::subdevice_list, device_t::interface_list, render_primitive_list and all subclasses of the above, and much code has been refactored to use them. Most core classes that have these lists as members now have methods that return the lists themselves, replacing most of the methods that returned the object at an owned list's head. (A few have been retained due to their use in drivers or OSD.)
device_t now manages subdevice and interface lists through subclasses, but has given up the work of adding and removing subdevices to machine_config.
memory_manager has its tagged lists exposed, though the old rooted tag lookup methods have been removed (they were privatized already).
|
| |
|
|
|
|
|
| |
This also makes sure ui aspect ratio is computed correctly even on
rotated targets.
|
| |
|
| |
|
| |
|
|
|
|
|
| |
- Add core option -unevenstretch
- Add core option -unevenstretchx
|
| |
|
|\ |
|
| |\
| | |
| | | |
HLSL refactoring
|
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
- options are reset to loaded preset when game is closed
- changed default values of options to result in no effects activated
- init_slider_list() does not returns but sets g_slider_list directly
- removed unnecessary oriented_vector_texcoords
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
- implemented proper texture coordinates for vector quad primitive
- vector screen is now processed in texture coordinates
- revered workaround for raster screen, which is again processed in
texture coordinates
- known issue: cocktail mode for vector screen looks wrong
|
| | |
| | |
| | |
| | | |
Second attempt
|
|/ / |
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
Make avi_file a class that's held with smart pointers, encapsulate various AVI I/O structures
Make zip_file and _7z_file classes rather than having free functions everywhere
Hide zip/7z class implementation behind an interface, no longer need to call close() to send back to the cache
Don't dump as much crap in global namespace
Add solaris PTY implementation
Improve variable expansion for SDL OSD - supports ~/$FOO/${BAR} syntax
Rearrange stuff so the same things are in file module for all OSDs
Move file stuff into its own module
7z/zip open and destruct are still not thread-safe due to lack of interlocks around cache access
Directory functions still need to be moved to file module
SDL OSD may not initialise WinSock on Windows
|
| | |
|
| | |
|
| | |
|
| | |
|
|/
|
|
|
|
|
|
|
| |
- corealloc.h: added macro definition for global_alloc (nothrow) memory allocation.
- textbuf.cpp / wavwrite.cpp: removed pointless cast.
- debugcmd.cpp / luaengine.cpp / render.cpp: avoid strlen calls in a loop.
- diimage.cpp: simplified "device_image_interface::set_image_filename" function.
- miscmenu.cpp / selgame.h / video.cpp(h): replaced int with bool where applicable.
- ui.cpp: removed unused code.
|
| |
|
| |
|
|
|
|
| |
give some windows better default sizes. Change render_target::debug_top() to put targets at the end of the target list, fixing the order in which windows are rendered (nothing else uses this function).
|
| |
|
|
|
|
| |
GCC 4.9.0 and up, Clang 3.4.0 and up, and VS2013 and up [Miodrag Milanovic]
|
|
|
|
|
| |
- the vector renderer now tries to detect a invariabel vector intensity
and disables the calculation of a dynamic beam width
|
|
|
|
|
|
|
|
| |
- screen adjustment (scale, offset) can now be handled by the respective
render API itself (default behavior is as before)
- D3D (if HLSL) is activated handles screen adjustment by itself within
the shader, which fixes the odd behavior of some effects (e.g. round
corners) when screen scale and offset is used
|
| |
|
| |
|
| |
|
|
|