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author Vas Crabb <vas@vastheman.com>2022-09-02 08:55:16 +1000
committer Vas Crabb <vas@vastheman.com>2022-09-02 08:55:16 +1000
commit051c380fd14040c83a0d5b919e6289e70fef9df8 (patch)
treee247a309f4d1c66c07803c02d67ac89837211bd1 /docs/source/advanced
parent67f129e31518a50a801413f732991972d2c3538a (diff)
Patched up some gaps in functionality and fixed some bugs.
ui: Added some missing functionality: * Added an option to copy input device IDs to the relevant menus. * Added an item for setting the software lists files path (-hashpath) to the folder setup menu. * Allow pasting text from clipboard in most places that allow typing (searching, entering filenames, entering barcodes). * Changed the software selection menu heading to be a bit less misleading. * Made barcode menu less eager to rebuild itself unnecessarily, and removed some confusing and apparently pointless code. Exposed more Lua bindings: * Added low-level palette objects. * Added indexed bitmap types. * Added a bitmap method for extracting pixels from a rectangular area as a packed binary string. * Changed screen device pixels method to return width and height in addition to the pixels. osd: Added some functionality and cleaned up a little: * Added a function for copying text to the clipboard. * Moved function for converting Windows error codes to standard error conditions to winutil.cpp so it can be used from more places. * Removed duplicate declaration of osd_get_clipboard_text and made the function noexcept (including fixing implementations). * Made macOS implementation of osd_get_clipboard_text skip the encoding conversion if it finds UTF-8 text first. * Changed the default -uimodekey setting so it doesn't lose the "not shift" that stops the default from interfering with UI paste. Various bug fixes: * util/unicode.cpp: Fixed the version of utf8_from_uchar that returns std::string blowing up on invalid codepoints. * util/bitmap.h: Fixed wrapping constructors for indexed bitmaps taking the wrong parameter type (nothing was using them before). * util/bitmap.cpp: Fixed potential use-after-free issues with bitmap palettes. * emu/input.cpp, emu/inputdev.cpp: Log 1-based device numbers, matching what's shown in the internal UI and used in tokens in CFG files. * emu/emumem.cpp: Added the bank tag to a fatal error message where it was missing. docs: Reworked and expanded documentation on configuring stable controller IDs. For translators, the changes are quite minor: * There's a menu item for copying a device ID to the clipboard, and associated success/failure messages. * There's the menu item for setting the software list file search path. * One of the lines in the software selection menu heading has changes as it could be interpreted as implying it showed a software list name.
Diffstat (limited to 'docs/source/advanced')
-rw-r--r--docs/source/advanced/ctrlr_config.rst31
-rw-r--r--docs/source/advanced/devicemap.rst124
2 files changed, 123 insertions, 32 deletions
diff --git a/docs/source/advanced/ctrlr_config.rst b/docs/source/advanced/ctrlr_config.rst
index 6fdeddc8a8a..9e284f7f945 100644
--- a/docs/source/advanced/ctrlr_config.rst
+++ b/docs/source/advanced/ctrlr_config.rst
@@ -228,3 +228,34 @@ Here’s an example that overrides defaults for 280-ZZZAP:
This sets the controls to steer left and right to the K and J keys,
respectively, and disables the toggle setting for the gear shift input.
+
+
+.. _ctrlrcfg-mapdevice:
+
+Assigning input device numbers
+------------------------------
+
+Use ``mapdevice`` elements with ``device`` and ``controller`` attributes to
+assign stable numbers to input devices. Note that all devices explicitly
+configured in this way must be connected when MAME starts for this to work as
+expected.
+
+Set the ``device`` attribute to the device ID of the input device, and set the
+``controller`` attribute to the desired input device token (device type and
+number).
+
+Here’s an example numbering two light guns and two XInput game controllers:
+
+.. code-block:: XML
+
+ <system name="default">
+ <input>
+ <mapdevice device="VID_D209&amp;PID_1601" controller="GUNCODE_1" />
+ <mapdevice device="VID_D209&amp;PID_1602" controller="GUNCODE_2" />
+ <mapdevice device="XInput Player 1" controller="JOYCODE_1" />
+ <mapdevice device="XInput Player 2" controller="JOYCODE_2" />
+ </input>
+ </system>
+
+MAME applies ``mapdevice`` elements found inside any applicable ``system``
+element.
diff --git a/docs/source/advanced/devicemap.rst b/docs/source/advanced/devicemap.rst
index 38dcc3a2641..aaf1450d4ab 100644
--- a/docs/source/advanced/devicemap.rst
+++ b/docs/source/advanced/devicemap.rst
@@ -1,26 +1,52 @@
+.. _devicemap:
+
Stable Controller IDs
-===============================
+=====================
+
+By default, MAME does not assign stable numbers to input devices. For instance,
+a game pad controller may be assigned to “Joy 1” initially, but after
+restarting, the same game pad may be reassigned to “Joy 3”.
+
+The reason is that MAME assigns numbers to input devices in the based on
+enumeration order. Factors that can cause this to change include disconnecting
+and reconnecting USB or Bluetooth devices, changing ports/hubs, and even just
+restarting the computer. Input device numbers can be quite unpredictable.
-By default, the mapping between devices and controller IDs is not stable. For instance, a gamepad controller may be assigned to "Joy 1" initially, but after a reboot, it may get re-assigned to "Joy 3".
+This is where the ``mapdevice`` configuration setting comes into the picture.
+By adding this setting to a :ref:`controller configuration file <ctrlrcfg>`, you
+can ensure that a given input device is always assigned the same number in MAME.
-The reason is that MAME enumerates attached devices and assigns controller IDs based on the enumeration order. Factors that can cause controller IDs to change include plugging / unplugging USB devices, changing ports / hubs and even system reboots.
-It is quite cumbersome to ensure that controller IDs are always correct.
+Using mapdevice
+---------------
-That's where the "mapdevice" configuration setting comes into the picture. This setting allows you to map a device id to a controller ID, ensuring that the specified device always maps to the same controller ID in MAME.
+The ``mapdevice`` XML element is added to the ``input`` XML element in the
+controller configuration file. It requires two attributes, ``device`` and
+``controller``. Note that ``mapdevice`` elements only take effect in the
+controller configuration file (set using the :ref:`-ctrlr option
+<mame-commandline-ctrlr>`) – they are ignored in system configuration files and
+the default configuration file.
-Usage of mapdevice
-------------------
-The "mapdevice" xml element is specified under the input xml element in the controller configuration file. It requires two attributes, "device" and "controller".
-NOTE: This setting only take effect when added to the **ctrlr** config file.
+The ``device`` attribute specifies the device ID of the input device to match.
+It may also be a substring of the device ID. To obtain the device ID for an
+input device, select it in the :ref:`menus-inputdevices`, and then select **Copy
+Device ID**. The device ID will be copied to the clipboard. You can also see
+input device IDs by turning on verbose logging (more on this later). The format
+of device IDs depends the type of device, selected input provider module and
+operating system. Your input device IDs may look very different to the examples
+here.
-The "device" attribute specifies the id of the device to match. It may also be a substring of the id. To see the list of available devices, enable verbose output and available devices will then be listed to the console at startup (more on this below).
+The ``controller`` attribute specifies the input token for the input device type
+(i.e. ``JOYCODE``, ``GUNCODE``, ``MOUSECODE``) and number to assign to the
+device, separated by an underscore. Numbering starts from 1. For example the
+token for the first joystick device will be ``JOYCODE_1``, the second will be
+``JOYCODE_2``, and so on.
-The "controller" attribute specifies the MAME controller ID. It is made up of a controller class (i.e. ``JOYCODE``, ``GUNCODE``, ``MOUSECODE``) and controller index. For example: ``JOYCODE_1``.
Example
-------
-Here's an example:
+
+Here’s an example:
| <mameconfig version="10">
| <system name="default">
@@ -40,37 +66,71 @@ Here's an example:
In the above example, we have four device mappings specified:
-The first two mapdevice entries map player 1 and 2 lightguns to Gun 1 and Gun 2, respectively. We use a substring of the full raw device names to match each devices. Note that, since this is XML, we needed to escape the ``&`` using ``&amp;``.
+* The first two ``mapdevice`` elements map player 1 and 2 light guns to Gun 1
+ and Gun 2, respectively. We use a substring of the full device IDs to match
+ each devices. Note that, since this is XML, we needed to escape the
+ ampersands (``&``) as ``&amp;``.
+* The last two ``mapdevices`` elements map player 1 and player 2 gamepad
+ controllers to Joy 1 and Joy 2, respectively. In this case, these are XInput
+ game controllers.
-The last two mapdevices entries map player 1 and player 2 gamepad controllers to Joy 1 and Joy 2, respectively. In this case, these are XInput devices.
Listing Available Devices
-------------------------
-How did we obtain the device id's in the above example? Easy!
-Run MAME with -v parameter to enable verbose output. It will then list available devices include the corresponding "device id" to the console.
+There are two ways to obtain device IDs: by copying them from the
+:ref:`menus-inputdevices`, or by :ref:`turning on verbose logging
+<mame-commandline-verbose>` and finding the messages logged when input devices
+are added.
+
+To reach the Input Devices menu from the system selection menu, select **General
+Settings**, and the select **Input Devices**. To reach the input devices menu
+from the :ref:`main menu <menus-main>`, select **Input Settings**, then select
+**Input Devices**. From the Input Devices menu, select a device, then select
+**Copy Device ID** to copy its device ID to the clipboard.
+
+To use verbose logging, run MAME with the ``-v`` or ``-verbose`` option on the
+command line. Search the output for messages starting with “Input: Adding…”
+that show recognised input devices and their respective IDs.
Here an example:
-| Input: Adding Gun #0:
-| Input: Adding Gun #1:
-| Input: Adding Gun #2: HID-compliant mouse (**device id: \\?\HID#VID_045E&PID_0053#7&18297dcb&0&0000#{378de44c-56ef-11d1-bc8c-00a0c91405dd}**)
-| Input: Adding Gun #3: HID-compliant mouse (**device id: \\?\HID#IrDeviceV2&Col08#2&2818a073&0&0007#{378de44c-56ef-11d1-bc8c-00a0c91405dd}**)
-| Input: Adding Gun #4: HID-compliant mouse (**device id: \\?\HID#VID_D209&PID_1602&MI_02#8&389ab7f3&0&0000#{378de44c-56ef-11d1-bc8c-00a0c91405dd}**)
-| Input: Adding Gun #5: HID-compliant mouse (**device id: \\?\HID#VID_D209&PID_1601&MI_02#9&375eebb1&0&0000#{378de44c-56ef-11d1-bc8c-00a0c91405dd}**)
-| Input: Adding Gun #6: HID-compliant mouse (**device id: \\?\HID#VID_1241&PID_1111#8&198f3adc&0&0000#{378de44c-56ef-11d1-bc8c-00a0c91405dd}**)
+| Input: Adding lightgun #1:
+| Input: Adding lightgun #2:
+| Input: Adding lightgun #3: HID-compliant mouse (**device id: \\\\?\\HID#VID_045E&PID_0053#7&18297dcb&0&0000#{378de44c-56ef-11d1-bc8c-00a0c91405dd}**)
+| Input: Adding lightgun #4: HID-compliant mouse (**device id: \\\\?\\HID#IrDeviceV2&Col08#2&2818a073&0&0007#{378de44c-56ef-11d1-bc8c-00a0c91405dd}**)
+| Input: Adding lightgun #5: HID-compliant mouse (**device id: \\\\?\\HID#VID_D209&PID_1602&MI_02#8&389ab7f3&0&0000#{378de44c-56ef-11d1-bc8c-00a0c91405dd}**)
+| Input: Adding lightgun #6: HID-compliant mouse (**device id: \\\\?\\HID#VID_D209&PID_1601&MI_02#9&375eebb1&0&0000#{378de44c-56ef-11d1-bc8c-00a0c91405dd}**)
+| Input: Adding lightgun #7: HID-compliant mouse (**device id: \\\\?\\HID#VID_1241&PID_1111#8&198f3adc&0&0000#{378de44c-56ef-11d1-bc8c-00a0c91405dd}**)
| Skipping DirectInput for XInput compatible joystick Controller (XBOX 360 For Windows).
-| Input: Adding Joy #0: ATRAK Device #1 (**device id: ATRAK Device #1**)
+| Input: Adding joystick #1: ATRAK Device #1 (**device id: ATRAK Device #1**)
| Skipping DirectInput for XInput compatible joystick Controller (XBOX 360 For Windows).
-| Input: Adding Joy #1: ATRAK Device #2 (**device id: ATRAK Device #2**)
-| Input: Adding Joy #2: XInput Player 1 (**device id: XInput Player 1**)
-| Input: Adding Joy #3: XInput Player 2 (**device id: XInput Player 2**)
+| Input: Adding joystick #2: ATRAK Device #2 (**device id: ATRAK Device #2**)
+| Input: Adding joystick #3: XInput Player 1 (**device id: XInput Player 1**)
+| Input: Adding joystick #4: XInput Player 2 (**device id: XInput Player 2**)
|
-Furthermore, when devices are mapped using mapdevice, you'll see that in the verbose logging too, such as:
+Furthermore, when devices are reassigned using ``mapdevice`` elements in the
+controller configuration file, you’ll see that in the verbose log output, too,
+such as:
-| Input: Remapped Gun #0: HID-compliant mouse (device id: \\?\HID#VID_D209&PID_1601&MI_02#9&375eebb1&0&0000#{378de44c-56ef-11d1-bc8c-00a0c91405dd})
-| Input: Remapped Gun #1: HID-compliant mouse (device id: \\?\HID#VID_D209&PID_1602&MI_02#8&389ab7f3&0&0000#{378de44c-56ef-11d1-bc8c-00a0c91405dd})
-| Input: Remapped Joy #0: XInput Player 1 (device id: XInput Player 1)
-| Input: Remapped Joy #1: XInput Player 2 (device id: XInput Player 2)
+| Input: Remapped lightgun #1: HID-compliant mouse (device id: \\\\?\\HID#VID_D209&PID_1601&MI_02#9&375eebb1&0&0000#{378de44c-56ef-11d1-bc8c-00a0c91405dd})
+| Input: Remapped lightgun #2: HID-compliant mouse (device id: \\\\?\\HID#VID_D209&PID_1602&MI_02#8&389ab7f3&0&0000#{378de44c-56ef-11d1-bc8c-00a0c91405dd})
+| Input: Remapped joystick #1: XInput Player 1 (device id: XInput Player 1)
+| Input: Remapped joystick #2: XInput Player 2 (device id: XInput Player 2)
|
+
+Note that the devices numbers in the verbose log output are zero-based, while
+the device numbers shown in MAME’s user interface and set in configuration files
+
+
+Limitations
+-----------
+
+You can only assign stable numbers to devices if MAME receives stable, unique
+device IDs from the input device provider and operating system. This is not
+always the case. For example the SDL joystick provider is not capable of
+providing unique IDs for many USB game controllers.
+
+If not all configured devices are connected when MAME starts, the devices that
+are connected may not be numbered as expected.