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* Cleaned up the mess from #12610: Vas Crabb2024-08-271-0/+1
| | | | | | | * Command line options need to be documented. * Don't assume C strings returned as option values remain valid indefinitely. * Fixed wording for option description.
* input/input_sdl.cpp: Added an SDL lightgun provider. Vas Crabb2024-04-261-2/+4
| | | | | | | | | | This does essentially the same thing as the Win32 lightgun provider, mapping the absolute pointer position over the window to gun axes. Also added a bunch of const in the windows input handling code. docs: Bumped version, as features that are not in a releaesd version of MAME are now documented.
* Various input and OSD refactoring: Vas Crabb2023-01-291-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | osd: Supply OSD object to modules on initialisation. Encapsulated some event handling in the OSD objects rather than leaving it in free functions. Put various stuff in namespaces. osd/modules/input: Enabled dinput, xinput and winhybrid modules for Windows SDL builds, and enabled background input for dinput and xinput (and by extension winhybrid) modules. Also fixed some COM and X11 resource leaks. osd/modules/input/input_sdl.cpp: Flipped SDL mouse button order to match Windows, and exposed vertical and horizontal scroll as Z and rZ axes. Moved SDL UI event handling out of input devices into OSD object. osd/modules/input_rawinput.cpp: Changed lightgun Z axis token so it's correctly identified as a relative axis (it maps to the scroll wheel equivalent). osd: Added an option to choose the network provider module. Mostly useful if you build with both TUN/TAP and pcap support included, or if you want to disable emulated networking completely. emu/input.cpp: Use a better strategy for assembling input code names that uses fewer temporary strings and doesn't require use of the non-Unicode-aware space trimming function (fixes MT08552). osd/modules/input_dinput.cpp: Improved polling logic. osd: Made various parts of the input code less dependent on concrete emu objects, and reduced inappropriately passing around the machine object. Made input modules less dependent on OSD implementation. Encapsulated some stuff and got rid of some vestigial newui and SDL1 support code. Cleaned up some interfaces. Moved OSD options classes to their own files. Prepare to remove main.h from emu.h - it's mostly used to get the application name, which the vast majority of emulated devices don't need to do.
* Miscellaneous fixes and refactoring: Vas Crabb2023-01-281-0/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | ui/analogipt.cpp: Fixed bar graph display for fields with ranges that wrap through zero. emu/inputdev.cpp: Separateed analog axis deadzone and switch threshold settings, reduced default deadzone, and fixed a potential division by zero if the deadzone and saturation settings are equal. emu/ioport.cpp: Fixed behaviour of absolute analog fields where range passes through zero - it previously only worked for specific combinations of mask, minimum and default. Removed a workaround from universal/getaway.cpp that is no longer necessary. emu/input.cpp: Fixed unintuitive behaviour when an absolute field is assigned an OR combination of a relative control folled by an absolute control (e.g. Mouse X or Joy 1 LSX). Also fixed reading axis input sequences where an axis code is followed by a switch code (these can only be produced by manually editing configuration files, not through MAME's UI), and fixed the returned type when multiple relative axes sum to zero. osd/modules/input_dinput.cpp: Fixed hat switches being stuck in up position when input is suspended in the background taito/taitoio_yoke.cpp: Give throttle control a distinct type, and don't auto-centre. osd: Added option to select MIDI provider module (currently only PortMidi and the dummy module are available). Also put various things in namespaces, and fixed builds including SDL sound module with native Windows OSD. emu/validity.cpp: Added check to catch I/O port fields using UI input types. emu/inpttype.ipp: Renamed inputs that were causing confusion. "Bill" and "Track" were causing confusion for translators and hence likely causing confusion for many users, especially those who are not native English speakers. "Track" as an abbreviation for "Trackball" was frequently being mistranslated, e.g. in the sense of a CD track selection button or even in the sense of a railway track. There's no reason to abbreviate it. "Bill" in the US English sense as a banknote is too ambiguous and was causing confusion for translators. It's better to use the less ambiguous "Banknote". Corrected Greek translations of "Trackball". Don't run GitHub Actions on issue template changes.
* Add -listbios command to list alternate BIOSes for drivers and devices AJR2023-01-241-0/+1
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* osd: Added option to accept SDL game controller/joystick input when losing ↵ Vas Crabb2023-01-141-11/+21
| | | | UI focus.
* osd/sdl: Removed keyboard/mouse/joystick device mapping options. Vas Crabb2022-07-151-1/+6
| | | | | | | | | The keyboard and mouse device mapping options did nothing at all, mostly because of lack of support for separating inputs from multiple devices. The joystick options were useless when you have two of the same kind of controller, and you can achieve the same thing with controller configuration files.
* Clean up various loose ends: Vas Crabb2022-02-031-23/+32
| | | | | | | | | | | | | | | | | | | | | frontend: Exposed debug symbol tables and parsed expressions to Lua (these can be used when the debugger is not active). Also made it simpler to walk input types. imagedev/bitbngr.cpp: Added software list loader support (used by sitcom). sitcom.cpp: Replaced bankdev with a memory view. Also added a bar graph for the timer DAC output, and made the DL1414 displays squarer in the layout like they are in real life. They still don't look right because the internal segment drawing code doen't draw the segments the right width. docs: Fixed broken links and added missing links in command line options index. Also removed documentation for an option that no longer exists and fixed some inconsistent terminology. Separated includes by module in various drivers.
* sound: make the compressor optional (clamp overdrive to -1.0-1.0 when off) hap2021-09-241-1/+1
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* Update documentation (nw) Firehawke2019-11-251-0/+1
| | | | | | | | * Update MAME docs revision to 0.216 * Add FAQ question about autofire with walkthrough of setup process. * Add VSCode .gitignore for RST compilation temporary folder (/docs/source/_build) * Add a caveat about autofire+normal fire mapping * Add -lowlatency to the docs.
* Make layout format more flexible: Vas Crabb2019-07-061-5/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * There is no longer a concept of "layers" - there are only screens and elements. * Elements are now instantiated with <element ref="..."> * Screens and elements can have explicit blending mode specified with blend="..." * Default blending mode for screens is "add" and default for other elements is "alpha" * Other supported modes are "none" and "multiply" * This removes the options to enable/disable layers individually - use views instead * Legacy layouts can still be loaded, and support won't be removed for at least a year The current artwork model is over-stretched. It's based on a Space Invaders cabinet model, and isn't applicable to a lot of the systems MAME emulates now. The fact that MAME has to switch to an "alternate" mode to deal with games like Golly! Ghost! without requiring pre-matted bitmaps shows that the Space Invaders model wasn't even adequate for general arcade use. It shows in that for a lot of the systems that heavily depend on artwork, people just seem to randomly choose layers for elements until they get something that works. Also, the fact that MAME will switch to an alternate (Golly! Ghost!) mode depending on the combination of elements is a trap for people learning to make artwork. There are cases that the current approach of implying the blending mode from the layer doesn't work with. Examples include LEDs behind diffusers (requires additive blending for layout elements), and mutliple stacked LCD panels (requires RGB multiplication for screens). For configurability, it's now a lot easier to make multiple views using groups. For example, if you want to make it possible to hide the control panel section of your layout, you can put the control panel elements in a group and create views with and without it. I will gradually migrate the internal artwork to use the new approach. I have an XSLT stylesheet that helps with this, but I'm not comfortable adding it because it isn't a complete solution and it still requires manul steps. I wanted to get the re-worked pointer handling done sooner so I could push them both at the same time, but unfortunately various things have prevented me from progressing as quickly as I wanted to. Sorry guys, that stuff's going to have to wait.
* Misc. document fixes (nw) Scott Stone2018-09-261-1/+1
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* Started commandline documents update to dismiss items no longer in source ↵ Scott Stone2018-09-241-3/+28
| | | | and start listing recently added commands. More work to come. [Tafoid]
* Final pass of verbiage cleanup. (nw) Firehawke2018-02-011-25/+21
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* A few corrections for wave 2, more to come. (nw) Firehawke2018-02-011-1/+0
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* Overhaul commandline section of docs, includes index with linkable anchors. ↵ Firehawke2018-01-251-0/+400
(#3112) * The first set of commandline overhauls. (NW) * Correct case on headings, further improvements to index, spelling fix * More updates to the index and cleanup to the commandline stuff. [NW] * More core options in the index. [NW] * Finished multiplatform commandline index [NW] * Completion of first revision commandline index [NW]