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author Vas Crabb <vas@vastheman.com>2021-09-21 01:02:11 +1000
committer Vas Crabb <vas@vastheman.com>2021-09-21 01:02:11 +1000
commitda1af2b0d6816a5da1544176b882407bd0dad2ee (patch)
tree9a7db16882a0fe937a1b2cbdcb6e78711f33dfa3 /docs/source/techspecs/layout_files.rst
parent362d859dc15384f98b97d37cb5e21c7798df3cab (diff)
-delegates: Fixed structure return with MSVC C++ ABI.
* Automatically use delegate_mfp_compatible to generate an adaptor for member functions that return non-scalar, non-reference types (partially addresses #8597). * Enabled the MSVC delegate implemenation for MSVC on AArch64. * Switched back to neater delegate types for layout item bounds and colour. -docs: Updated the example layout links to point to 0.235 - this means there's now an example of embedded SVG.
Diffstat (limited to 'docs/source/techspecs/layout_files.rst')
-rw-r--r--docs/source/techspecs/layout_files.rst19
1 files changed, 10 insertions, 9 deletions
diff --git a/docs/source/techspecs/layout_files.rst b/docs/source/techspecs/layout_files.rst
index 0a8d39c4bba..be4965a9e95 100644
--- a/docs/source/techspecs/layout_files.rst
+++ b/docs/source/techspecs/layout_files.rst
@@ -1447,32 +1447,33 @@ Example layout files
These layout files demonstrate various artwork system features. They are all
internal layouts included in MAME.
-`sstrangr.lay <https://git.redump.net/mame/tree/src/mame/layout/sstrangr.lay?h=mame0226>`_
+`sstrangr.lay <https://git.redump.net/mame/tree/src/mame/layout/sstrangr.lay?h=mame0235>`_
A simple case of using translucent colour overlays to visually separate and
highlight elements on a black and white screen.
-`seawolf.lay <https://git.redump.net/mame/tree/src/mame/layout/seawolf.lay?h=mame0226>`_
+`seawolf.lay <https://git.redump.net/mame/tree/src/mame/layout/seawolf.lay?h=mame0235>`_
This system uses lamps for key gameplay elements. Blending modes are used
for the translucent colour overlay placed over the monitor, and the lamps
reflected in front of the monitor. Also uses collections to allow parts of
- the layout to be disabled selectively.
-`armora.lay <https://git.redump.net/mame/tree/src/mame/layout/armora.lay?h=mame0226>`_
+ the layout to be disabled selectively. The shapes on the overlay are drawn
+ using embedded SVG images.
+`armora.lay <https://git.redump.net/mame/tree/src/mame/layout/armora.lay?h=mame0235>`_
This game’s monitor is viewed directly through a translucent colour overlay
rather than being reflected from inside the cabinet. This means the overlay
reflects ambient light as well as affecting the colour of the video image.
-`tranz330.lay <https://git.redump.net/mame/tree/src/mame/layout/tranz330.lay?h=mame0226>`_
+`tranz330.lay <https://git.redump.net/mame/tree/src/mame/layout/tranz330.lay?h=mame0235>`_
A multi-segment alphanumeric display and keypad. The keys are clickable,
and provide visual feedback when pressed.
-`esq2by16.lay <https://git.redump.net/mame/tree/src/mame/layout/esq2by16.lay?h=mame0226>`_
+`esq2by16.lay <https://git.redump.net/mame/tree/src/mame/layout/esq2by16.lay?h=mame0235>`_
Builds up a multi-line dot matrix character display. Repeats are used to
avoid repetition for the rows in a character, characters in a line, and
lines in a page. Group colors allow a single element to be used for all
four display colours.
-`cgang.lay <https://git.redump.net/mame/tree/src/mame/layout/cgang.lay?h=mame0226>`_
+`cgang.lay <https://git.redump.net/mame/tree/src/mame/layout/cgang.lay?h=mame0235>`_
Animates the position of element items to simulate an electromechanical
shooting gallery game. Also demonstrates effective use of components to
build up complex graphics.
-`unkeinv.lay <https://git.redump.net/mame/tree/src/mame/layout/unkeinv.lay?h=mame0226>`_
+`unkeinv.lay <https://git.redump.net/mame/tree/src/mame/layout/unkeinv.lay?h=mame0235>`_
Shows the position of a slider control with LEDs on it.
-`md6802.lay <https://git.redump.net/mame/tree/src/mame/layout/md6802.lay?h=mame0226>`_
+`md6802.lay <https://git.redump.net/mame/tree/src/mame/layout/md6802.lay?h=mame0235>`_
Effectively using groups as a procedural programming language to build up an
image of a trainer board.