// license:BSD-3-Clause
// copyright-holders:Aaron Giles
/***************************************************************************
render.h
Core rendering routines for MAME.
****************************************************************************
Theory of operation
-------------------
A render "target" is described by 5 parameters:
- width = width, in pixels
- height = height, in pixels
- bpp = depth, in bits per pixel
- orientation = orientation of the target
- pixel_aspect = aspect ratio of the pixels
Width, height, and bpp are self-explanatory. The remaining parameters
need some additional explanation.
Regarding orientation, there are three orientations that need to be
dealt with: target orientation, UI orientation, and game orientation.
In the current model, the UI orientation tracks the target orientation
so that the UI is (in theory) facing the correct direction. The game
orientation is specified by the game driver and indicates how the
game and artwork are rotated.
Regarding pixel_aspect, this is the aspect ratio of the individual
pixels, not the aspect ratio of the screen. You can determine this by
dividing the aspect ratio of the screen by the aspect ratio of the
resolution. For example, a 4:3 screen displaying 640x480 gives a
pixel aspect ratio of (4/3)/(640/480) = 1.0, meaning the pixels are
square. That same screen displaying 1280x1024 would have a pixel
aspect ratio of (4/3)/(1280/1024) = 1.06666, meaning the pixels are
slightly wider than they are tall.
Artwork is always assumed to be a 1.0 pixel aspect ratio. The game
screens themselves can be variable aspect ratios.
***************************************************************************/
#ifndef MAME_EMU_RENDER_H
#define MAME_EMU_RENDER_H
//#include "osdepend.h"
#include "emu.h"
//#include "bitmap.h"
//#include "screen.h"
#include <math.h>
#include <map>
#include <memory>
#include <mutex>
#include <string>
#include <vector>
//**************************************************************************
// CONSTANTS
//**************************************************************************
// blending modes
enum
{
BLENDMODE_NONE = 0, // no blending
BLENDMODE_ALPHA, // standard alpha blend
BLENDMODE_RGB_MULTIPLY, // apply source alpha to source pix, then multiply RGB values
BLENDMODE_ADD, // apply source alpha to source pix, then add to destination
BLENDMODE_COUNT
};
// render creation flags
const uint8_t RENDER_CREATE_NO_ART = 0x01; // ignore any views that have art in them
const uint8_t RENDER_CREATE_SINGLE_FILE = 0x02; // only load views from the file specified
const uint8_t RENDER_CREATE_HIDDEN = 0x04; // don't make this target visible
// render scaling modes
enum
{
SCALE_FRACTIONAL = 0, // compute fractional scaling factors for both axes
SCALE_FRACTIONAL_X, // compute fractional scaling factor for x-axis, and integer factor for y-axis
SCALE_FRACTIONAL_Y, // compute fractional scaling factor for y-axis, and integer factor for x-axis
SCALE_FRACTIONAL_AUTO, // automatically compute fractional scaling for x/y-axes based on source native orientation
SCALE_INTEGER // compute integer scaling factors for both axes, based on target dimensions
};
// flags for primitives
const int PRIMFLAG_TEXORIENT_SHIFT = 0;
const uint32_t PRIMFLAG_TEXORIENT_MASK = 15 << PRIMFLAG_TEXORIENT_SHIFT;
const int PRIMFLAG_TEXFORMAT_SHIFT = 4;
const uint32_t PRIMFLAG_TEXFORMAT_MASK = 15 << PRIMFLAG_TEXFORMAT_SHIFT;
const int PRIMFLAG_BLENDMODE_SHIFT = 8;
const uint32_t PRIMFLAG_BLENDMODE_MASK = 15 << PRIMFLAG_BLENDMODE_SHIFT;
const int PRIMFLAG_ANTIALIAS_SHIFT = 12;
const uint32_t PRIMFLAG_ANTIALIAS_MASK = 1 << PRIMFLAG_ANTIALIAS_SHIFT;
const int PRIMFLAG_SCREENTEX_SHIFT = 13;
const uint32_t PRIMFLAG_SCREENTEX_MASK = 1 << PRIMFLAG_SCREENTEX_SHIFT;
const int PRIMFLAG_TEXWRAP_SHIFT = 14;
const uint32_t PRIMFLAG_TEXWRAP_MASK = 1 << PRIMFLAG_TEXWRAP_SHIFT;
const int PRIMFLAG_TEXSHADE_SHIFT = 15;
const uint32_t PRIMFLAG_TEXSHADE_MASK = 3 << PRIMFLAG_TEXSHADE_SHIFT;
const int PRIMFLAG_VECTOR_SHIFT = 17;
const uint32_t PRIMFLAG_VECTOR_MASK = 1 << PRIMFLAG_VECTOR_SHIFT;
const int PRIMFLAG_VECTORBUF_SHIFT = 18;
const uint32_t PRIMFLAG_VECTORBUF_MASK = 1 << PRIMFLAG_VECTORBUF_SHIFT;
const int PRIMFLAG_TYPE_SHIFT = 19;
const uint32_t PRIMFLAG_TYPE_MASK = 3 << PRIMFLAG_TYPE_SHIFT;
const uint32_t PRIMFLAG_TYPE_LINE = 0 << PRIMFLAG_TYPE_SHIFT;
const uint32_t PRIMFLAG_TYPE_QUAD = 1 << PRIMFLAG_TYPE_SHIFT;
const int PRIMFLAG_PACKABLE_SHIFT = 21;
const uint32_t PRIMFLAG_PACKABLE = 1 << PRIMFLAG_PACKABLE_SHIFT;
//**************************************************************************
// MACROS
//**************************************************************************
#define PRIMFLAG_TEXORIENT(x) ((x) << PRIMFLAG_TEXORIENT_SHIFT)
#define PRIMFLAG_GET_TEXORIENT(x) (((x) & PRIMFLAG_TEXORIENT_MASK) >> PRIMFLAG_TEXORIENT_SHIFT)
#define PRIMFLAG_TEXFORMAT(x) ((x) << PRIMFLAG_TEXFORMAT_SHIFT)
#define PRIMFLAG_GET_TEXFORMAT(x) (((x) & PRIMFLAG_TEXFORMAT_MASK) >> PRIMFLAG_TEXFORMAT_SHIFT)
#define PRIMFLAG_BLENDMODE(x) ((x) << PRIMFLAG_BLENDMODE_SHIFT)
#define PRIMFLAG_GET_BLENDMODE(x) (((x) & PRIMFLAG_BLENDMODE_MASK) >> PRIMFLAG_BLENDMODE_SHIFT)
#define PRIMFLAG_ANTIALIAS(x) ((x) << PRIMFLAG_ANTIALIAS_SHIFT)
#define PRIMFLAG_GET_ANTIALIAS(x) (((x) & PRIMFLAG_ANTIALIAS_MASK) >> PRIMFLAG_ANTIALIAS_SHIFT)
#define PRIMFLAG_SCREENTEX(x) ((x) << PRIMFLAG_SCREENTEX_SHIFT)
#define PRIMFLAG_GET_SCREENTEX(x) (((x) & PRIMFLAG_SCREENTEX_MASK) >> PRIMFLAG_SCREENTEX_SHIFT)
#define PRIMFLAG_TEXWRAP(x) ((x) << PRIMFLAG_TEXWRAP_SHIFT)
#define PRIMFLAG_GET_TEXWRAP(x) (((x) & PRIMFLAG_TEXWRAP_MASK) >> PRIMFLAG_TEXWRAP_SHIFT)
#define PRIMFLAG_TEXSHADE(x) ((x) << PRIMFLAG_TEXSHADE_SHIFT)
#define PRIMFLAG_GET_TEXSHADE(x) (((x) & PRIMFLAG_TEXSHADE_MASK) >> PRIMFLAG_TEXSHADE_SHIFT)
#define PRIMFLAG_VECTOR(x) ((x) << PRIMFLAG_VECTOR_SHIFT)
#define PRIMFLAG_GET_VECTOR(x) (((x) & PRIMFLAG_VECTOR_MASK) >> PRIMFLAG_VECTOR_SHIFT)
#define PRIMFLAG_VECTORBUF(x) ((x) << PRIMFLAG_VECTORBUF_SHIFT)
#define PRIMFLAG_GET_VECTORBUF(x) (((x) & PRIMFLAG_VECTORBUF_MASK) >> PRIMFLAG_VECTORBUF_SHIFT)
//**************************************************************************
// TYPE DEFINITIONS
//**************************************************************************
// forward definitions
class device_t;
class screen_device;
class render_container;
class render_manager;
struct xml_data_node;
class render_font;
struct object_transform;
class layout_element;
class layout_view;
// texture scaling callback
typedef void (*texture_scaler_func)(bitmap_argb32 &dest, bitmap_argb32 &source, const rectangle &sbounds, void *param);
// render_bounds - floating point bounding rectangle
struct render_bounds
{
float x0; // leftmost X coordinate
float y0; // topmost Y coordinate
float x1; // rightmost X coordinate
float y1; // bottommost Y coordinate
float width() const { return x1 - x0; }
float height() const { return y1 - y0; }
};
// render_color - floating point set of ARGB values
struct render_color
{
float a; // alpha component (0.0 = transparent, 1.0 = opaque)
float r; // red component (0.0 = none, 1.0 = max)
float g; // green component (0.0 = none, 1.0 = max)
float b; // blue component (0.0 = none, 1.0 = max)
};
// render_texuv - floating point set of UV texture coordinates
struct render_texuv
{
float u; // U coordinate (0.0-1.0)
float v; // V coordinate (0.0-1.0)
};
// render_quad_texuv - floating point set of UV texture coordinates
struct render_quad_texuv
{
render_texuv tl; // top-left UV coordinate
render_texuv tr; // top-right UV coordinate
render_texuv bl; // bottom-left UV coordinate
render_texuv br; // bottom-right UV coordinate
};
// render_texinfo - texture information
struct render_texinfo
{
void * base; // base of the data
uint32_t rowpixels; // pixels per row
uint32_t width; // width of the image
uint32_t height; // height of the image
uint32_t seqid; // sequence ID
uint64_t osddata; // aux data to pass to osd
const rgb_t * palette; // palette for PALETTE16 textures, bcg lookup table for RGB32/YUY16
};
// ======================> render_screen_list
// a render_screen_list is a list of screen_devices
class render_screen_list
{
// screen list item
class item
{
friend class simple_list<item>;
friend class render_screen_list;
public:
// construction/destruction
item(screen_device &screen)
: m_next(nullptr),
m_screen(screen) { }
// state
item * m_next; // next screen in list
screen_device & m_screen; // reference to screen device
};
public:
// getters
int count() const { return m_list.count(); }
// operations
void add(screen_device &screen) { m_list.append(*global_alloc(item(screen))); }
void reset() { m_list.reset(); }
// query
int contains(screen_device &screen) const
{
int count = 0;
for (item *curitem = m_list.first(); curitem != nullptr; curitem = curitem->m_next)
if (&curitem->m_screen == &screen) count++;
return count;
}
private:
// internal state
simple_list<item> m_list;
};
// ======================> render_layer_config
// render_layer_config - describes the state of layers
class render_layer_config
{
static const uint8_t ENABLE_BACKDROP = 0x01; // enable backdrop layers
static const uint8_t ENABLE_OVERLAY = 0x02; // enable overlay layers
static const uint8_t ENABLE_BEZEL = 0x04; // enable bezel layers
static const uint8_t ENABLE_CPANEL = 0x08; // enable cpanel layers
static const uint8_t ENABLE_MARQUEE = 0x10; // enable marquee layers
static const uint8_t ZOOM_TO_SCREEN = 0x20; // zoom to screen area by default
static const uint8_t ENABLE_SCREEN_OVERLAY = 0x40; // enable screen overlays
static const uint8_t DEFAULT = ENABLE_BACKDROP | ENABLE_OVERLAY | ENABLE_BEZEL | ENABLE_CPANEL | ENABLE_MARQUEE | ENABLE_SCREEN_OVERLAY;
public:
render_layer_config()
: m_state(DEFAULT) { }
bool operator==(const render_layer_config &rhs) const { return m_state == rhs.m_state; }
bool operator!=(const render_layer_config &rhs) const { return m_state != rhs.m_state; }
bool backdrops_enabled() const { return ((m_state & ENABLE_BACKDROP) != 0); }
bool overlays_enabled() const { return ((m_state & ENABLE_OVERLAY) != 0); }
bool bezels_enabled() const { return ((m_state & ENABLE_BEZEL) != 0); }
bool cpanels_enabled() const { return ((m_state & ENABLE_CPANEL) != 0); }
bool marquees_enabled() const { return ((m_state & ENABLE_MARQUEE) != 0); }
bool screen_overlay_enabled() const { return ((m_state & ENABLE_SCREEN_OVERLAY) != 0); }
bool zoom_to_screen() const { return ((m_state & ZOOM_TO_SCREEN) != 0); }
render_layer_config &set_backdrops_enabled(bool enable) { if (enable) m_state |= ENABLE_BACKDROP; else m_state &= ~ENABLE_BACKDROP; return *this; }
render_layer_config &set_overlays_enabled(bool enable) { if (enable) m_state |= ENABLE_OVERLAY; else m_state &= ~ENABLE_OVERLAY; return *this; }
render_layer_config &set_bezels_enabled(bool enable) { if (enable) m_state |= ENABLE_BEZEL; else m_state &= ~ENABLE_BEZEL; return *this; }
render_layer_config &set_cpanels_enabled(bool enable) { if (enable) m_state |= ENABLE_CPANEL; else m_state &= ~ENABLE_CPANEL; return *this; }
render_layer_config &set_marquees_enabled(bool enable) { if (enable) m_state |= ENABLE_MARQUEE; else m_state &= ~ENABLE_MARQUEE; return *this; }
render_layer_config &set_screen_overlay_enabled(bool enable) { if (enable) m_state |= ENABLE_SCREEN_OVERLAY; else m_state &= ~ENABLE_SCREEN_OVERLAY; return *this; }
render_layer_config &set_zoom_to_screen(bool zoom) { if (zoom) m_state |= ZOOM_TO_SCREEN; else m_state &= ~ZOOM_TO_SCREEN; return *this; }
private:
uint8_t m_state;
};
// ======================> render_primitive
// render_primitive - a single low-level primitive for the rendering engine
class render_primitive
{
friend class simple_list<render_primitive>;
public:
render_primitive():
type(),
flags(0),
width(0),
container(nullptr),
m_next(nullptr)
{}
// render primitive types
enum primitive_type
{
INVALID = 0, // invalid type
LINE, // a single line
QUAD // a rectilinear quad
};
// getters
render_primitive *next() const { return m_next; }
bool packable(const int32_t pack_size) const { return (flags & PRIMFLAG_PACKABLE) && texture.base != nullptr && texture.width <= pack_size && texture.height <= pack_size; }
float get_quad_width() const { return fabsf(bounds.x1 - bounds.x0); }
float get_quad_height() const { return fabsf(bounds.y1 - bounds.y0); }
float get_full_quad_width() const { return fabsf(full_bounds.x1 - full_bounds.x0); }
float get_full_quad_height() const { return fabsf(full_bounds.y1 - full_bounds.y0); }
// reset to prepare for re-use
void reset();
// public state
primitive_type type; // type of primitive
render_bounds bounds; // bounds or positions
render_bounds full_bounds; // bounds or positions (unclipped)
render_color color; // RGBA values
uint32_t flags; // flags
float width; // width (for line primitives)
render_texinfo texture; // texture info (for quad primitives)
render_quad_texuv texcoords; // texture coordinates (for quad primitives)
render_container * container; // the render container we belong to
private:
// internal state
render_primitive * m_next; // pointer to next element
};
// ======================> render_primitive_list
// render_primitive_list - an object containing a list head plus a lock
class render_primitive_list
{
friend class render_target;
// construction/destruction
render_primitive_list();
~render_primitive_list();
public:
// getters
render_primitive *first() const { return m_primlist.first(); }
// range iterators
using auto_iterator = simple_list<render_primitive>::auto_iterator;
auto_iterator begin() const { return m_primlist.begin(); }
auto_iterator end() const { return m_primlist.end(); }
// lock management
void acquire_lock() { m_lock.lock(); }
void release_lock() { m_lock.unlock(); }
// reference management
void add_reference(void *refptr);
bool has_reference(void *refptr) const;
private:
// helpers for our friends to manipulate the list
render_primitive *alloc(render_primitive::primitive_type type);
void release_all();
void append(render_primitive &prim) { append_or_return(prim, false); }
void append_or_return(render_primitive &prim, bool clipped);
// a reference is an abstract reference to an internal object of some sort
class reference
{
public:
reference *next() const { return m_next; }
reference * m_next; // link to the next reference
void * m_refptr; // reference pointer
};
// internal state
simple_list<render_primitive> m_primlist; // list of primitives
simple_list<reference> m_reflist; // list of references
fixed_allocator<render_primitive> m_primitive_allocator;// allocator for primitives
fixed_allocator<reference> m_reference_allocator; // allocator for references
std::recursive_mutex m_lock; // lock to protect list accesses
};
// ======================> render_texture
// a render_texture is used to track transformations when building an object list
class render_texture
{
friend resource_pool_object<render_texture>::~resource_pool_object();
friend class simple_list<render_texture>;
friend class fixed_allocator<render_texture>;
friend class render_manager;
friend class render_target;
// construction/destruction
render_texture();
~render_texture();
// reset before re-use
void reset(render_manager &manager, texture_scaler_func scaler = nullptr, void *param = nullptr);
// release resources when freed
void release();
public:
// getters
int format() const { return m_format; }
render_manager *manager() const { return m_manager; }
// configure the texture bitmap
void set_bitmap(bitmap_t &bitmap, const rectangle &sbounds, texture_format format);
// set any necessary aux data
void set_osd_data(uint64_t data) { m_osddata = data; }
// generic high-quality bitmap scaler
static void hq_scale(bitmap_argb32 &dest, bitmap_argb32 &source, const rectangle &sbounds, void *param);
private:
// internal helpers
void get_scaled(uint32_t dwidth, uint32_t dheight, render_texinfo &texinfo, render_primitive_list &primlist, uint32_t flags = 0);
const rgb_t *get_adjusted_palette(render_container &container);
static const int MAX_TEXTURE_SCALES = 16;
// a scaled_texture contains a single scaled entry for a texture
struct scaled_texture
{
bitmap_argb32 * bitmap; // final bitmap
uint32_t seqid; // sequence number
};
// internal state
render_manager * m_manager; // reference to our manager
render_texture * m_next; // next texture (for free list)
bitmap_t * m_bitmap; // pointer to the original bitmap
rectangle m_sbounds; // source bounds within the bitmap
texture_format m_format; // format of the texture data
uint64_t m_osddata; // aux data to pass to osd
// scaling state (ARGB32 only)
texture_scaler_func m_scaler; // scaling callback
void * m_param; // scaling callback parameter
uint32_t m_curseq; // current sequence number
scaled_texture m_scaled[MAX_TEXTURE_SCALES];// array of scaled variants of this texture
};
// ======================> render_container
// a render_container holds a list of items and an orientation for the entire collection
class render_container
{
friend resource_pool_object<render_container>::~resource_pool_object();
friend class simple_list<render_container>;
friend class render_manager;
friend class render_target;
// construction/destruction
render_container(render_manager &manager, screen_device *screen = nullptr);
~render_container();
public:
// user settings describes the collected user-controllable settings
struct user_settings
{
// construction/destruction
user_settings();
// public state
int m_orientation; // orientation
float m_brightness; // brightness
float m_contrast; // contrast
float m_gamma; // gamma
float m_xscale; // horizontal scale factor
float m_yscale; // vertical scale factor
float m_xoffset; // horizontal offset
float m_yoffset; // vertical offset
};
// getters
render_container *next() const { return m_next; }
screen_device *screen() const { return m_screen; }
render_manager &manager() const { return m_manager; }
render_texture *overlay() const { return m_overlaytexture; }
int orientation() const { return m_user.m_orientation; }
float xscale() const { return m_user.m_xscale; }
float yscale() const { return m_user.m_yscale; }
float xoffset() const { return m_user.m_xoffset; }
float yoffset() const { return m_user.m_yoffset; }
bool is_empty() const { return (m_itemlist.count() == 0); }
void get_user_settings(user_settings &settings) const { settings = m_user; }
// setters
void set_overlay(bitmap_argb32 *bitmap);
void set_user_settings(const user_settings &settings);
// empty the item list
void empty() { m_item_allocator.reclaim_all(m_itemlist); }
// add items to the list
void add_line(float x0, float y0, float x1, float y1, float width, rgb_t argb, uint32_t flags);
void add_quad(float x0, float y0, float x1, float y1, rgb_t argb, render_texture *texture, uint32_t flags);
void add_char(float x0, float y0, float height, float aspect, rgb_t argb, render_font &font, uint16_t ch);
void add_point(float x0, float y0, float diameter, rgb_t argb, uint32_t flags) { add_line(x0, y0, x0, y0, diameter, argb, flags); }
void add_rect(float x0, float y0, float x1, float y1, rgb_t argb, uint32_t flags) { add_quad(x0, y0, x1, y1, argb, nullptr, flags); }
// brightness/contrast/gamma helpers
bool has_brightness_contrast_gamma_changes() const { return (m_user.m_brightness != 1.0f || m_user.m_contrast != 1.0f || m_user.m_gamma != 1.0f); }
uint8_t apply_brightness_contrast_gamma(uint8_t value);
float apply_brightness_contrast_gamma_fp(float value);
const rgb_t *bcg_lookup_table(int texformat, palette_t *palette = nullptr);
private:
// an item describes a high level primitive that is added to a container
class item
{
friend class render_container;
friend class simple_list<item>;
public:
item() : m_next(nullptr), m_type(0), m_flags(0), m_internal(0), m_width(0), m_texture(nullptr) { }
// getters
item *next() const { return m_next; }
uint8_t type() const { return m_type; }
const render_bounds &bounds() const { return m_bounds; }
const render_color &color() const { return m_color; }
uint32_t flags() const { return m_flags; }
uint32_t internal() const { return m_internal; }
float width() const { return m_width; }
render_texture *texture() const { return m_texture; }
private:
// internal state
item * m_next; // pointer to the next element in the list
uint8_t m_type; // type of element
render_bounds m_bounds; // bounds of the element
render_color m_color; // RGBA factors
uint32_t m_flags; // option flags
uint32_t m_internal; // internal flags
float m_width; // width of the line (lines only)
render_texture * m_texture; // pointer to the source texture (quads only)
};
// generic screen overlay scaler
static void overlay_scale(bitmap_argb32 &dest, bitmap_argb32 &source, const rectangle &sbounds, void *param);
// internal helpers
const simple_list<item> &items() const { return m_itemlist; }
item &add_generic(uint8_t type, float x0, float y0, float x1, float y1, rgb_t argb);
void recompute_lookups();
void update_palette();
// internal state
render_container * m_next; // the next container in the list
render_manager & m_manager; // reference back to the owning manager
simple_list<item> m_itemlist; // head of the item list
fixed_allocator<item> m_item_allocator; // free container items
screen_device * m_screen; // the screen device
user_settings m_user; // user settings
bitmap_argb32 * m_overlaybitmap; // overlay bitmap
render_texture * m_overlaytexture; // overlay texture
std::unique_ptr<palette_client> m_palclient; // client to the screen palette
std::vector<rgb_t> m_bcglookup; // copy of screen palette with bcg adjustment
rgb_t m_bcglookup256[0x400]; // lookup table for brightness/contrast/gamma
};
//**************************************************************************
// CONSTANTS
//**************************************************************************
enum item_layer
{
ITEM_LAYER_FIRST = 0,
ITEM_LAYER_BACKDROP = ITEM_LAYER_FIRST,
ITEM_LAYER_SCREEN,
ITEM_LAYER_OVERLAY,
ITEM_LAYER_BEZEL,
ITEM_LAYER_CPANEL,
ITEM_LAYER_MARQUEE,
ITEM_LAYER_MAX
};
DECLARE_ENUM_OPERATORS(item_layer)
//**************************************************************************
// TYPE DEFINITIONS
//**************************************************************************
// ======================> layout_element
// a layout_element is a single named element, which may have multiple components
class layout_element
{
friend class simple_list<layout_element>;
public:
// construction/destruction
layout_element(running_machine &machine, xml_data_node &elemnode, const char *dirname);
virtual ~layout_element();
// getters
layout_element *next() const { return m_next; }
const char *name() const { return m_name.c_str(); }
running_machine &machine() const { return m_machine; }
int default_state() const { return m_defstate; }
int maxstate() const { return m_maxstate; }
render_texture *state_texture(int state);
private:
// a component represents an image, rectangle, or disk in an element
class component
{
public:
typedef std::unique_ptr<component> ptr;
// construction/destruction
component(running_machine &machine, xml_data_node &compnode, const char *dirname);
virtual ~component() = default;
// setup
void normalize_bounds(float xoffs, float yoffs, float xscale, float yscale);
// getters
int state() const { return m_state; }
virtual int maxstate() const { return m_state; }
const render_bounds &bounds() const { return m_bounds; }
const render_color &color() const { return m_color; }
// operations
virtual void draw(running_machine &machine, bitmap_argb32 &dest, const rectangle &bounds, int state) = 0;
protected:
// helpers
void draw_text(render_font &font, bitmap_argb32 &dest, const rectangle &bounds, const char *str, int align);
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:
// internal state
int m_state; // state where this component is visible (-1 means all states)
render_bounds m_bounds; // bounds of the element
render_color m_color; // color of the element
};
// image
class image_component : public component
{
public:
// construction/destruction
image_component(running_machine &machine, xml_data_node &compnode, const char *dirname);
protected:
// overrides
virtual void draw(running_machine &machine, bitmap_argb32 &dest, const rectangle &bounds, int state) override;
private:
// internal helpers
void load_bitmap();
// internal state
bitmap_argb32 m_bitmap; // source bitmap for images
std::string m_dirname; // directory name of image file (for lazy loading)
std::unique_ptr<emu_file> m_file; // file object for reading image/alpha files
std::string m_imagefile; // name of the image file (for lazy loading)
std::string m_alphafile; // name of the alpha file (for lazy loading)
bool m_hasalpha; // is there any alpha component present?
};
// rectangle
class rect_component : public component
{
public:
// construction/destruction
rect_component(running_machine &machine, xml_data_node &compnode, const char *dirname);
protected:
// overrides
virtual void draw(running_machine &machine, bitmap_argb32 &dest, const rectangle &bounds, int state) override;
};
// ellipse
class disk_component : public component
{
public:
// construction/destruction
disk_component(running_machine &machine, xml_data_node &compnode, const char *dirname);
protected:
// overrides
virtual void draw(running_machine &machine, bitmap_argb32 &dest, const rectangle &bounds, int state) override;
};
// text string
class text_component : public component
{
public:
// construction/destruction
text_component(running_machine &machine, xml_data_node &compnode, const char *dirname);
protected:
// overrides
virtual void draw(running_machine &machine, bitmap_argb32 &dest, const rectangle &bounds, int state) override;
private:
// internal state
std::string m_string; // string for text components
int m_textalign; // text alignment to box
};
// 7-segment LCD
class led7seg_component : public component
{
public:
// construction/destruction
led7seg_component(running_machine &machine, xml_data_node &compnode, const char *dirname);
protected:
// overrides
virtual int maxstate() const override { return 255; }
virtual void draw(running_machine &machine, bitmap_argb32 &dest, const rectangle &bounds, int state) override;
};
// 8-segment fluorescent (Gottlieb System 1)
class led8seg_gts1_component : public component
{
public:
// construction/destruction
led8seg_gts1_component(running_machine &machine, xml_data_node &compnode, const char *dirname);
protected:
// overrides
virtual int maxstate() const override { return 255; }
virtual void draw(running_machine &machine, bitmap_argb32 &dest, const rectangle &bounds, int state) override;
};
// 14-segment LCD
class led14seg_component : public component
{
public:
// construction/destruction
led14seg_component(running_machine &machine, xml_data_node &compnode, const char *dirname);
protected:
// overrides
virtual int maxstate() const override { return 16383; }
virtual void draw(running_machine &machine, bitmap_argb32 &dest, const rectangle &bounds, int state) override;
};
// 16-segment LCD
class led16seg_component : public component
{
public:
// construction/destruction
led16seg_component(running_machine &machine, xml_data_node &compnode, const char *dirname);
protected:
// overrides
virtual int maxstate() const override { return 65535; }
virtual void draw(running_machine &machine, bitmap_argb32 &dest, const rectangle &bounds, int state) override;
};
// 14-segment LCD with semicolon (2 extra segments)
class led14segsc_component : public component
{
public:
// construction/destruction
led14segsc_component(running_machine &machine, xml_data_node &compnode, const char *dirname);
protected:
// overrides
virtual int maxstate() const override { return 65535; }
virtual void draw(running_machine &machine, bitmap_argb32 &dest, const rectangle &bounds, int state) override;
};
// 16-segment LCD with semicolon (2 extra segments)
class led16segsc_component : public component
{
public:
// construction/destruction
led16segsc_component(running_machine &machine, xml_data_node &compnode, const char *dirname);
protected:
// overrides
virtual int maxstate() const override { return 262143; }
virtual void draw(running_machine &machine, bitmap_argb32 &dest, const rectangle &bounds, int state) override;
};
// row of dots for a dotmatrix
class dotmatrix_component : public component
{
public:
// construction/destruction
dotmatrix_component(int dots, running_machine &machine, xml_data_node &compnode, const char *dirname);
protected:
// overrides
virtual int maxstate() const override { return (1 << m_dots) - 1; }
virtual void draw(running_machine &machine, bitmap_argb32 &dest, const rectangle &bounds, int state) override;
private:
// internal state
int m_dots;
};
// simple counter
class simplecounter_component : public component
{
public:
// construction/destruction
simplecounter_component(running_machine &machine, xml_data_node &compnode, const char *dirname);
protected:
// overrides
virtual int maxstate() const override { return m_maxstate; }
virtual void draw(running_machine &machine, bitmap_argb32 &dest, const rectangle &bounds, int state) override;
private:
// internal state
int m_digits; // number of digits for simple counters
int m_textalign; // text alignment to box
int m_maxstate;
};
// fruit machine reel
class reel_component : public component
{
static constexpr unsigned MAX_BITMAPS = 32;
public:
// construction/destruction
reel_component(running_machine &machine, xml_data_node &compnode, const char *dirname);
protected:
// overrides
virtual int maxstate() const override { return 65535; }
virtual void draw(running_machine &machine, bitmap_argb32 &dest, const rectangle &bounds, int state) override;
private:
// internal helpers
void draw_beltreel(running_machine &machine, bitmap_argb32 &dest, const rectangle &bounds, int state);
void load_reel_bitmap(int number);
// internal state
bitmap_argb32 m_bitmap[MAX_BITMAPS]; // source bitmap for images
std::string m_dirname; // directory name of image file (for lazy loading)
std::unique_ptr<emu_file> m_file[MAX_BITMAPS]; // file object for reading image/alpha files
std::string m_imagefile[MAX_BITMAPS]; // name of the image file (for lazy loading)
std::string m_alphafile[MAX_BITMAPS]; // name of the alpha file (for lazy loading)
bool m_hasalpha[MAX_BITMAPS]; // is there any alpha component present?
// basically made up of multiple text strings / gfx
int m_numstops;
std::string m_stopnames[MAX_BITMAPS];
int m_stateoffset;
int m_reelreversed;
int m_numsymbolsvisible;
int m_beltreel;
};
// 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)(running_machine &machine, xml_data_node &compnode, const char *dirname);
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(running_machine &machine, xml_data_node &compnode, const char *dirname);
template <int D> static component::ptr make_dotmatrix_component(running_machine &machine, xml_data_node &compnode, const char *dirname);
static make_component_map const s_make_component; // maps component XML names to creator functions
// internal state
layout_element * m_next; // link to next element
running_machine & m_machine; // reference to the owning machine
std::string m_name; // name of this element
std::vector<component::ptr> m_complist; // list of components
int m_defstate; // default state of this element
int m_maxstate; // maximum state value for all components
std::vector<texture> m_elemtex; // array of element textures used for managing the scaled bitmaps
};
// ======================> layout_view
// a layout_view encapsulates a named list of items
class layout_view
{
friend class simple_list<layout_view>;
public:
// an item is a single backdrop, screen, overlay, bezel, cpanel, or marquee item
class item
{
friend class layout_view;
friend class simple_list<item>;
public:
// construction/destruction
item(running_machine &machine, xml_data_node &itemnode, simple_list<layout_element> &elemlist);
virtual ~item();
// getters
item *next() const { return m_next; }
layout_element *element() const { return m_element; }
screen_device *screen() { return m_screen; }
const render_bounds &bounds() const { return m_bounds; }
const render_color &color() const { return m_color; }
int orientation() const { return m_orientation; }
render_container *screen_container(running_machine &machine) const;
bool has_input() const { return !m_input_tag.empty(); }
ioport_port *input_tag_and_mask(ioport_value &mask) const { mask = m_input_mask; return m_input_port; };
// fetch state based on configured source
int state() const;
// resolve tags, if any
void resolve_tags();
private:
// internal state
item * m_next; // link to next item
layout_element * m_element; // pointer to the associated element (non-screens only)
std::string m_output_name; // name of this item
std::string m_input_tag; // input tag of this item
ioport_port * m_input_port; // input port of this item
ioport_value m_input_mask; // input mask of this item
screen_device * m_screen; // pointer to screen
int m_orientation; // orientation of this item
render_bounds m_bounds; // bounds of the item
render_bounds m_rawbounds; // raw (original) bounds of the item
render_color m_color; // color of the item
};
// construction/destruction
layout_view(running_machine &machine, xml_data_node &viewnode, simple_list<layout_element> &elemlist);
virtual ~layout_view();
// getters
layout_view *next() const { return m_next; }
const simple_list<item> &items(item_layer layer) const;
const char *name() const { return m_name.c_str(); }
const render_bounds &bounds() const { return m_bounds; }
const render_bounds &screen_bounds() const { return m_scrbounds; }
const render_screen_list &screens() const { return m_screens; }
bool layer_enabled(item_layer layer) const { return m_layenabled[layer]; }
//
bool has_art() const { return (m_backdrop_list.count() + m_overlay_list.count() + m_bezel_list.count() + m_cpanel_list.count() + m_marquee_list.count() != 0); }
float effective_aspect(render_layer_config config) const { return (config.zoom_to_screen() && m_screens.count() != 0) ? m_scraspect : m_aspect; }
// operations
void recompute(render_layer_config layerconfig);
// resolve tags, if any
void resolve_tags();
private:
// internal state
layout_view * m_next; // pointer to next layout in the list
std::string m_name; // name of the layout
float m_aspect; // X/Y of the layout
float m_scraspect; // X/Y of the screen areas
render_screen_list m_screens; // list of active screens
render_bounds m_bounds; // computed bounds of the view
render_bounds m_scrbounds; // computed bounds of the screens within the view
render_bounds m_expbounds; // explicit bounds of the view
bool m_layenabled[ITEM_LAYER_MAX]; // is this layer enabled?
simple_list<item> m_backdrop_list; // list of backdrop items
simple_list<item> m_screen_list; // list of screen items
simple_list<item> m_overlay_list; // list of overlay items
simple_list<item> m_bezel_list; // list of bezel items
simple_list<item> m_cpanel_list; // list of marquee items
simple_list<item> m_marquee_list; // list of marquee items
static const simple_list<item> s_null_list;
};
// ======================> layout_file
// a layout_file consists of a list of elements and a list of views
class layout_file
{
friend class simple_list<layout_file>;
public:
// construction/destruction
layout_file(running_machine &machine, xml_data_node &rootnode, const char *dirname);
virtual ~layout_file();
// getters
layout_file *next() const { return m_next; }
const simple_list<layout_element> &elements() const { return m_elemlist; }
const simple_list<layout_view> &views() const { return m_viewlist; }
private:
// internal state
layout_file * m_next; // pointer to the next file in the list
simple_list<layout_element> m_elemlist; // list of shared layout elements
simple_list<layout_view> m_viewlist; // list of views
};
// ======================> render_target
// a render_target describes a surface that is being rendered to
class render_target
{
friend resource_pool_object<render_target>::~resource_pool_object();
friend class simple_list<render_target>;
friend class render_manager;
// construction/destruction
render_target(render_manager &manager, const internal_layout *layoutfile = nullptr, uint32_t flags = 0);
~render_target();
public:
// getters
render_target *next() const { return m_next; }
render_manager &manager() const { return m_manager; }
uint32_t width() const { return m_width; }
uint32_t height() const { return m_height; }
float pixel_aspect() const { return m_pixel_aspect; }
int scale_mode() const { return m_scale_mode; }
float max_update_rate() const { return m_max_refresh; }
int orientation() const { return m_orientation; }
render_layer_config layer_config() const { return m_layerconfig; }
layout_view *current_view() const { return m_curview; }
int view() const { return view_index(*m_curview); }
bool hidden() const { return ((m_flags & RENDER_CREATE_HIDDEN) != 0); }
bool is_ui_target() const;
int index() const;
// setters
void set_bounds(int32_t width, int32_t height, float pixel_aspect = 0);
void set_max_update_rate(float updates_per_second) { m_max_refresh = updates_per_second; }
void set_orientation(int orientation) { m_orientation = orientation; }
void set_view(int viewindex);
void set_max_texture_size(int maxwidth, int maxheight);
void set_transform_container(bool transform_container) { m_transform_container = transform_container; }
void set_keepaspect(bool keepaspect) { m_keepaspect = keepaspect; }
void set_scale_mode(bool scale_mode) { m_scale_mode = scale_mode; }
// layer config getters
bool backdrops_enabled() const { return m_layerconfig.backdrops_enabled(); }
bool overlays_enabled() const { return m_layerconfig.overlays_enabled(); }
bool bezels_enabled() const { return m_layerconfig.bezels_enabled(); }
bool cpanels_enabled() const { return m_layerconfig.cpanels_enabled(); }
bool marquees_enabled() const { return m_layerconfig.marquees_enabled(); }
bool screen_overlay_enabled() const { return m_layerconfig.screen_overlay_enabled(); }
bool zoom_to_screen() const { return m_layerconfig.zoom_to_screen(); }
// layer config setters
void set_backdrops_enabled(bool enable) { m_layerconfig.set_backdrops_enabled(enable); update_layer_config(); }
void set_overlays_enabled(bool enable) { m_layerconfig.set_overlays_enabled(enable); update_layer_config(); }
void set_bezels_enabled(bool enable) { m_layerconfig.set_bezels_enabled(enable); update_layer_config(); }
void set_cpanels_enabled(bool enable) { m_layerconfig.set_cpanels_enabled(enable); update_layer_config(); }
void set_marquees_enabled(bool enable) { m_layerconfig.set_marquees_enabled(enable); update_layer_config(); }
void set_screen_overlay_enabled(bool enable) { m_layerconfig.set_screen_overlay_enabled(enable); update_layer_config(); }
void set_zoom_to_screen(bool zoom) { m_layerconfig.set_zoom_to_screen(zoom); update_layer_config(); }
// view configuration helper
int configured_view(const char *viewname, int targetindex, int numtargets);
// view information
const char *view_name(int viewindex);
const render_screen_list &view_screens(int viewindex);
// bounds computations
void compute_visible_area(int32_t target_width, int32_t target_height, float target_pixel_aspect, int target_orientation, int32_t &visible_width, int32_t &visible_height);
void compute_minimum_size(int32_t &minwidth, int32_t &minheight);
// get a primitive list
render_primitive_list &get_primitives();
// hit testing
bool map_point_container(int32_t target_x, int32_t target_y, render_container &container, float &container_x, float &container_y);
bool map_point_input(int32_t target_x, int32_t target_y, ioport_port *&input_port, ioport_value &input_mask, float &input_x, float &input_y);
// reference tracking
void invalidate_all(void *refptr);
// debug containers
render_container *debug_alloc();
void debug_free(render_container &container);
void debug_append(render_container &container);
// resolve tag lookups
void resolve_tags();
private:
// internal helpers
void update_layer_config();
void load_layout_files(const internal_layout *layoutfile, bool singlefile);
bool load_layout_file(const char *dirname, const char *filename);
bool load_layout_file(const char *dirname, const internal_layout *layout_data);
void add_container_primitives(render_primitive_list &list, const object_transform &root_xform, const object_transform &xform, render_container &container, int blendmode);
void add_element_primitives(render_primitive_list &list, const object_transform &xform, layout_element &element, int state, int blendmode);
bool map_point_internal(int32_t target_x, int32_t target_y, render_container *container, float &mapped_x, float &mapped_y, ioport_port *&mapped_input_port, ioport_value &mapped_input_mask);
// config callbacks
void config_load(xml_data_node &targetnode);
bool config_save(xml_data_node &targetnode);
// view lookups
layout_view *view_by_index(int index) const;
int view_index(layout_view &view) const;
// optimized clearing
void init_clear_extents();
bool remove_clear_extent(const render_bounds &bounds);
void add_clear_extents(render_primitive_list &list);
void add_clear_and_optimize_primitive_list(render_primitive_list &list);
// constants
static const int NUM_PRIMLISTS = 3;
static const int MAX_CLEAR_EXTENTS = 1000;
// internal state
render_target * m_next; // link to next target
render_manager & m_manager; // reference to our owning manager
layout_view * m_curview; // current view
simple_list<layout_file> m_filelist; // list of layout files
uint32_t m_flags; // creation flags
render_primitive_list m_primlist[NUM_PRIMLISTS]; // list of primitives
int m_listindex; // index of next primlist to use
int32_t m_width; // width in pixels
int32_t m_height; // height in pixels
render_bounds m_bounds; // bounds of the target
bool m_keepaspect; // constrain aspect ratio
bool m_int_overscan; // allow overscan on integer scaled targets
float m_pixel_aspect; // aspect ratio of individual pixels
int m_scale_mode; // type of scale to apply
int m_int_scale_x; // horizontal integer scale factor
int m_int_scale_y; // vertical integer scale factor
float m_max_refresh; // maximum refresh rate, 0 or if none
int m_orientation; // orientation
render_layer_config m_layerconfig; // layer configuration
layout_view * m_base_view; // the view at the time of first frame
int m_base_orientation; // the orientation at the time of first frame
render_layer_config m_base_layerconfig; // the layer configuration at the time of first frame
int m_maxtexwidth; // maximum width of a texture
int m_maxtexheight; // maximum height of a texture
simple_list<render_container> m_debug_containers; // list of debug containers
int32_t m_clear_extent_count; // number of clear extents
int32_t m_clear_extents[MAX_CLEAR_EXTENTS]; // array of clear extents
bool m_transform_container; // determines whether the screen container is transformed by the core renderer,
// otherwise the respective render API will handle the transformation (scale, offset)
static render_screen_list s_empty_screen_list;
};
// ======================> render_manager
// contains machine-global information and operations
class render_manager
{
friend class render_target;
public:
// construction/destruction
render_manager(running_machine &machine);
~render_manager();
// getters
running_machine &machine() const { return m_machine; }
// global queries
bool is_live(screen_device &screen) const;
float max_update_rate() const;
// targets
render_target *target_alloc(const internal_layout *layoutfile = nullptr, uint32_t flags = 0);
void target_free(render_target *target);
const simple_list<render_target> &targets() const { return m_targetlist; }
render_target *first_target() const { return m_targetlist.first(); }
render_target *target_by_index(int index) const;
// UI targets
render_target &ui_target() const { assert(m_ui_target != nullptr); return *m_ui_target; }
void set_ui_target(render_target &target) { m_ui_target = ⌖ }
float ui_aspect(render_container *rc = nullptr);
// UI containers
render_container &ui_container() const { assert(m_ui_container != nullptr); return *m_ui_container; }
// textures
render_texture *texture_alloc(texture_scaler_func scaler = nullptr, void *param = nullptr);
void texture_free(render_texture *texture);
// fonts
render_font *font_alloc(const char *filename = nullptr);
void font_free(render_font *font);
// reference tracking
void invalidate_all(void *refptr);
// resolve tag lookups
void resolve_tags();
private:
// containers
render_container *container_alloc(screen_device *screen = nullptr);
void container_free(render_container *container);
// config callbacks
void config_load(config_type cfg_type, xml_data_node *parentnode);
void config_save(config_type cfg_type, xml_data_node *parentnode);
// internal state
running_machine & m_machine; // reference back to the machine
// array of live targets
simple_list<render_target> m_targetlist; // list of targets
render_target * m_ui_target; // current UI target
// texture lists
uint32_t m_live_textures; // number of live textures
fixed_allocator<render_texture> m_texture_allocator;// texture allocator
// containers for the UI and for screens
render_container * m_ui_container; // UI container
simple_list<render_container> m_screen_container_list; // list of containers for the screen
};
#endif // MAME_EMU_RENDER_H