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author AJR <ajrhacker@users.noreply.github.com>2021-01-04 12:08:16 -0500
committer AJR <ajrhacker@users.noreply.github.com>2021-01-04 12:15:09 -0500
commitc231ee373a461ee8555b2df25e68efea4506229d (patch)
tree30cfd37e502317b69d3695bc74aebaacc5756418 /src/emu/render.h
parent687e7e162dbadc4b4d0ca58343493f15a0cdabbc (diff)
render.h, rendlay.h: Dependency refactoring
- render.h: Split out layout class declarations into rendlay.h, with some adjustments for the resulting incomplete types (std::reference_wrapper unfortunately does not allow these by C++17 rules) - rendlay.h: Move old header contents to layout/generic.h
Diffstat (limited to 'src/emu/render.h')
-rw-r--r--src/emu/render.h558
1 files changed, 3 insertions, 555 deletions
diff --git a/src/emu/render.h b/src/emu/render.h
index 37d70b6ec8d..deb28d2f4ba 100644
--- a/src/emu/render.h
+++ b/src/emu/render.h
@@ -173,35 +173,6 @@ struct render_texinfo
};
-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
-
-
// ======================> render_layer_config
// render_layer_config - describes the state of layers
@@ -523,528 +494,6 @@ private:
};
-
-//**************************************************************************
-// TYPE DEFINITIONS
-//**************************************************************************
-
-
-/// \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> >;
- 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() { 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 &screen);
- 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 &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);
-
-private:
- using environment = emu::render::detail::layout_environment;
-
- // add elements and parameters
- void add_elements(
- environment &env,
- util::xml::data_node const &parentnode,
- group_map &groupmap,
- bool repeat,
- bool init);
-
- // 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
-};
-
// ======================> render_target
// a render_target describes a surface that is being rendered to
@@ -1071,7 +520,7 @@ public:
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_views[m_curview].first.get(); }
+ layout_view &current_view() const { return m_views[m_curview].first; }
unsigned view() const { return m_curview; }
bool external_artwork() const { return m_external_artwork; }
bool hidden() const { return ((m_flags & RENDER_CREATE_HIDDEN) != 0); }
@@ -1103,7 +552,6 @@ public:
// view information
char const *view_name(unsigned index);
- layout_view::visibility_toggle_vector const &visibility_toggles();
// bounds computations
void compute_visible_area(s32 target_width, s32 target_height, float target_pixel_aspect, int target_orientation, s32 &visible_width, s32 &visible_height);
@@ -1128,7 +576,7 @@ public:
void resolve_tags();
private:
- using view_mask_pair = std::pair<std::reference_wrapper<layout_view>, u32>;
+ using view_mask_pair = std::pair<layout_view &, u32>;
using view_mask_vector = std::vector<view_mask_pair>;
// private classes declared in render.cpp
@@ -1169,7 +617,7 @@ private:
// internal state
render_target * m_next; // link to next target
render_manager & m_manager; // reference to our owning manager
- std::list<layout_file> m_filelist; // list of layout files
+ std::unique_ptr<std::list<layout_file>> m_filelist; // list of layout files
view_mask_vector m_views; // views we consider
unsigned m_curview; // current view index
u32 m_flags; // creation flags