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author Vas Crabb <vas@vastheman.com>2023-03-23 14:39:56 +1100
committer Vas Crabb <vas@vastheman.com>2023-03-23 14:39:56 +1100
commit0562745629241598429fcb4ba78086f74369979a (patch)
treef2282f98cf3f211ebc3f8dbc3afe53efe59de974 /src/frontend/mame/ui
parent160a2219901ca0f63ca976f0ed9eb5a413bf41db (diff)
Retired the over-stretched "system type" flags.
Functionally, the only difference between the system definitions is that GAMEL lets you specify an additional internal layout and SYST lets you specify a compatible system. COMP and CONS are just aliases for SYST - the aliases can be phased out. Removed arcade.flt and mess.flt altogether - opinion seems to be split between misinterpreting them as fully supported and considering them unnecessary. They were marginally useful as a performance test for makedep.py, but that isn't important. We still have nl.flt as an example .flt file (although it doesn't use "-" exclude directives). Moved the UI active flag from the machine to the UI manager. Nothing else uses it anyway (it's still accessible to scripts).
Diffstat (limited to 'src/frontend/mame/ui')
-rw-r--r--src/frontend/mame/ui/ui.cpp9
-rw-r--r--src/frontend/mame/ui/ui.h3
2 files changed, 8 insertions, 4 deletions
diff --git a/src/frontend/mame/ui/ui.cpp b/src/frontend/mame/ui/ui.cpp
index acbb13ec226..b839e363195 100644
--- a/src/frontend/mame/ui/ui.cpp
+++ b/src/frontend/mame/ui/ui.cpp
@@ -163,6 +163,7 @@ mame_ui_manager::mame_ui_manager(running_machine &machine)
, m_font()
, m_handler_callback()
, m_handler_callback_type(ui_callback_type::GENERAL)
+ , m_ui_active(true)
, m_single_step(false)
, m_showfps(false)
, m_showfps_end(0)
@@ -335,7 +336,7 @@ void mame_ui_manager::config_save(config_type cfg_type, util::xml::data_node *pa
void mame_ui_manager::initialize(running_machine &machine)
{
m_machine_info = std::make_unique<ui::machine_info>(machine);
- machine.set_ui_active(!machine_info().has_keyboard() || machine.options().ui_active());
+ set_ui_active(!machine_info().has_keyboard() || machine.options().ui_active());
// initialize the on-screen display system
slider_list = slider_init(machine);
@@ -1243,7 +1244,7 @@ uint32_t mame_ui_manager::handler_ingame(render_container &container)
// determine if we should disable the rest of the UI
bool const has_keyboard = machine_info().has_keyboard();
- bool const ui_disabled = !machine().ui_active();
+ bool const ui_disabled = !ui_active();
// is ScrLk UI toggling applicable here?
if (has_keyboard)
@@ -1252,11 +1253,11 @@ uint32_t mame_ui_manager::handler_ingame(render_container &container)
if (machine().ui_input().pressed(IPT_UI_TOGGLE_UI))
{
// toggle the UI
- machine().set_ui_active(!machine().ui_active());
+ set_ui_active(!ui_active());
// display a popup indicating the new status
std::string const name = get_general_input_setting(IPT_UI_TOGGLE_UI);
- if (machine().ui_active())
+ if (ui_active())
popup_time(2, _("UI controls enabled\nUse %1$s to toggle"), name);
else
popup_time(2, _("UI controls disabled\nUse %1$s to toggle"), name);
diff --git a/src/frontend/mame/ui/ui.h b/src/frontend/mame/ui/ui.h
index cf6bbb5ba57..ebf0f74760e 100644
--- a/src/frontend/mame/ui/ui.h
+++ b/src/frontend/mame/ui/ui.h
@@ -175,6 +175,8 @@ public:
void save_main_option();
template <typename Format, typename... Params> void popup_time(int seconds, Format &&fmt, Params &&... args);
+ void set_ui_active(bool active) { m_ui_active = active; }
+ bool ui_active() const { return m_ui_active; }
void show_fps_temp(double seconds);
void set_show_fps(bool show);
bool show_fps() const;
@@ -238,6 +240,7 @@ private:
std::unique_ptr<render_font> m_font;
handler_callback_func m_handler_callback;
ui_callback_type m_handler_callback_type;
+ bool m_ui_active;
bool m_single_step;
bool m_showfps;
osd_ticks_t m_showfps_end;