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* emu/rendlay.cpp: Fixed one more place where disk drawing had error ↵ Vas Crabb2020-10-191-2/+2
| | | | accumulation issues.
* docs: Cleaned up some geometry on MAME logo. Vas Crabb2020-10-091-5/+5
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* Optimise some SVG images Vas Crabb2020-10-092-341/+217
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* Various improvements to image file handling: Vas Crabb2020-10-081-82/+268
| | | | | | | | | | | | | | | | | | | | | | | | Moved MS DIB parser out of ICO file reader and made it available for artwork and layout images. Added more efficient I/O and better error checking for JPEG file loading (MAME will no longer exit immediately on a bad JPEG file). Made caller responsible for opening files for loading images, to avoid decompressing images used in ZIP/7z artwork multiple times. Added support for JPEG and Windows DIB to picture_image_device. Added support for SVG image files in external artwork. Added support for using I/O port value for animation state and masking animation state values. Made bounds elements more flexible in layouts. Reworked headers to reduce dependencies. Updated layout file format documentation.
* -emu/rendlay.cpp: Small optimisation for opaque pixels in image component. Vas Crabb2020-09-192-116/+555
| | | | | | -machine/pc1512kb.cpp: Put \| and #~ on the right keys by default. -docs: Re-organised default keys, added P2-4 defaults, added mahjong panel diagram.
* Merge pull request #7251 from Firehawke/master Firehawke2020-09-171-2/+0
|\ | | | | Docs adjustments.
| * Remove VRR statement until it can be retested. Firehawke2020-09-171-2/+0
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* | Fix artwork labeld for tisub buttons Vas Crabb2020-09-161-3/+3
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* | Cleaned up inputs a little. Vas Crabb2020-09-161-81/+52
| | | | | | | | | | | | | | | | | | | | | | | | | | Removed the IPT_POKER_BET, replacing it with IPT_GAMBLE_BET. Re-organised the order of input types in the source and the documentation to better reflect how they're logically grouped or organised on a mahjong or gambling control panel. Made the blackjack, poker and slots documentation headings subheadings under the gambling heading. Cleaned up inputs for a number of gambling games.
* | Docs: Overhaul the default keys list (#7222) Firehawke2020-09-161-104/+613
| | | | | | | | | | | | | | * Docs: Overhaul the default keys list * Second phase of documenting default inputs better, also change Score to Take Score in Mahjong inputs * Phase two of default keys docs adjustment.
* | emu/rendlay.cpp: Added parameter animation and state masks. Vas Crabb2020-09-161-8/+92
|/ | | | | | | | | | | | | | | | | | | Components may have multiple bounds and/or color child elements with state attributes, allowing for piecewise linear position/size/colour animation. Components may have a statemask attribute, allowing for things like using external images to draw a multi-segment LED/VFD display without requiring dozens of outputs for the individual lines or thousands of images for all possible states. (Texture caching still never releases anything, so MAME can still exceed the maximum number of textures, but that’s a separate issue.) Image components with alpha now blend over previously drawn components. Layouts have been changed to use yes/no for inputraw to match what's used for flipx/flipy. External layouts with 1/0 will still work, but complay.py will complain.
* Updated most of the layouts using <bezel> elements Vas Crabb2020-09-091-2/+2
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* Finished adding new mechanism for allowing parts of views to be hidden. Vas Crabb2020-09-072-4/+50
| | | | | | | | | | | | | | | | | | | | | | Changed name of element to "collection" and initial visibility attribute to "visible", and added them to documentation. Also added them to complay.py. Fixed issue with collection inside group, and improved initial view selection behaviour. Updated some internal layouts to demonstrate new features, including et3400, irrmaze, ltcasino, mekd3/mekd4, seawolf and vgmplay. Removed all uses of cpanel, marquee and overlay from internal layouts and removed them from complay.py to actively discourage use. Also cleaned up view names in layouts that were using them in place of spaces, and removed some superfluous name attributes on elements that won't do anything useful with an output value anyway. Made vgmplay cycle visualiser modes when visualiser screen is clicked. Fixed a copy/paste error in bus/rs232/hlemouse.cpp while I'm at it.
* formats: Get rid of more inappropriate use of emu_fatalerror (and fix some ↵ Vas Crabb2020-08-301-1/+1
| | | | spelling issues, etc. while I'm at it)
* docs: Add naming conventions for certain things. Vas Crabb2020-08-243-77/+224
| | | | | | | | This isn’t supposed to be too prescriptive. The C++ stuff just codifies some things we’ve managed to mostly agree on for public interfaces. The stuff for titles/descriptions is also just codifying existing rules so there’s something to point people towards. This will need to be refined as we go forward.
* emu/video: check macros are defined before doing comparisons, also fix a ↵ Vas Crabb2020-08-211-1/+1
| | | | typo in docs
* docs: update for changes in MSYS2 packages, fix a typo, add note about using ↵ Vas Crabb2020-08-211-6/+21
| | | | LLVM linker with GCC
* Fixed compilation of docs for HTML and manfiles. Firehawke2020-08-101-38/+40
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* Documentation update for vector options. Aaron Giles2020-08-051-56/+84
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* Documentation updates (#6825) Firehawke2020-07-183-20/+120
| | | | | | Documentation updates [Firehawke] * Preliminary work on -joystick_map redesign * Adjustments to phrasing for analog mapping * Health warning text
* Update RTD docs theme to 0.5.0 to fix search box. Firehawke2020-07-1298-883/+7509
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* First completed pass of commandline parameters. (nw) (#6711) Firehawke2020-06-122-150/+1592
| | | | | | | | | | | | | | | * First completed pass of commandline parameters. (nw) * Further refinements on commandline (nw) * Get the audio latency numbers right and add PortAudio info. * FreeSync/GSync information cleanup. * Minor additions to G-Sync/FreeSync. * Add tip for keyboardprovider, remove biospath, correct anchor positioning (nw) * A few corrections per Vas (nw)
* emumem: A little more speedup. cache and specific change syntax, and are ↵ Olivier Galibert2020-05-251-12/+9
| | | | | | | | | | | | | | | | not pointers anymore [O. Galibert] The last(?) two changes are: - Add a template parameter to everything (theoretically the address space width, in practice a level derived from it to keep as much compatibility between widths as possible) so that the shift size becomes a constant. - Change the syntax of declaring and initializing the caches and specifics so that they're embedded in the owner device. Solves lifetime issues and also removes one indirection (looking up the base dispatch pointer through the cache/specific pointer).
* Fix smartquotes by disabling them: While smartquotes are somewhat ↵ Firehawke2020-04-211-0/+4
| | | | configurable, it's better if we don't use them at all. Makes sure there are no hidden pit traps for the users. (#6576)
* Maintenance: Vas Crabb2020-03-048-0/+1069
| | | | | | | * Removed empty nl_examples from dist.mak * Added copyright acknowledgements and full text of licenses to binary distribution * Fixed up the list of third-party libraries * Moved WDL fft.c to 3rdparty
* Add a tip on how to enter the debugger. R. Belmont2020-02-061-1/+1
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* dialong -> dialog (nw) Angelo Salese2020-01-301-1/+1
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* Happy New Year 2020 (nw) (#6128) Stiletto2020-01-044-7/+7
| | | Happy New Year 2020 (nw) (#6128)
* Update documentation (nw) Firehawke2019-11-254-3/+47
| | | | | | | | * 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.
* doc: document vulkan and d3d12 as possible bgfx rendering backends (nw) algestam2019-11-061-1/+3
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* (nw) fix MPU4 video crash, clean up a little Vas Crabb2019-10-271-1/+1
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* Make devdelegate more like devcb for configuration. This is a Vas Crabb2019-10-261-15/+35
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | fundamental change to show device delegates are configured. Device delegates are now aware of the current device during configuration and will resolve string tags relative to it. This means that device delegates need a device to be supplied on construction so they can find the machine configuration object. There's a one-dimensional array helper to make it easier to construct arrays of device delegates with the same owner. (I didn't make an n-dimensional one because I didn't hit a use case, but it would be a simple addition.) There's no more bind_relative_to member - just call resolve() like you would for a devcb. There's also no need to cast nullptr when creating a late bind device delegate. The flip side is that for an overloaded or non-capturing lambda you'll need to cast to the desired type. There is one less conditional branch in the hot path for calls for delegates bound to a function pointer of member function pointer. This comes at the cost of one additional unconditional branch in the hot path for calls to delegates bound to functoids (lambdas, functions that don't take an object reference, other callable objects). This applies to all delegates, not just device delegates. Address spaces will now print an error message if a late bind error is encountered while installing a handler. This will give the range and address range, hopefully making it easier to guess which memory map is faulty. For the simple case of allowing a device_delegate member to be configured, use a member like this: template <typename... T> void set_foo(T &&...args) { m_foo_cb.set(std::forward<T>(args)...); } For a case where different delegates need to be used depending on the function signature, see src/emu/screen.h (the screen update function setters). Device delegates now take a target specification and function pointer. The target may be: * Target omitted, implying the current device being configured. This can only be used during configuration. It will work as long as the current device is not removed/replaced. * A tag string relative to the current device being configured. This can only be used during configuration. It will not be callable until .resolve() is called. It will work as long as the current device is not removed/replaced. * A device finder (required_device/optional_device). The delegate will late bind to the current target of the device finder. It will not be callable until .resolve() is called. It will work properly if the target device is replaced, as long as the device finder's base object isn't removed/replaced. * A reference to an object. It will be callable immediately. It will work as long as the target object is not removed/replaced. The target types and restrictions are pretty similar to what you already have on object finders and devcb, so it shouldn't cause any surprises. Note that dereferencing a device finder will changes the effect. To illustrate this: ... required_device<some_device> m_dev; ... m_dev(*this, "dev") ... // will late bind to "dev" relative to *this // will work if "dev" hasn't been created yet or is replaced later // won't work if *this is removed/replaced // won't be callable until resolve() is called cb1.set(m_dev, FUNC(some_device::w)); ... // will bind to current target of m_dev // will not work if m_dev is not resolved // will not work if "dev" is replaced later // will be callable immediately cb2.set(*m_dev, FUNC(some_device::w)); ... The order of the target and name has been reversed for functoids (lambdas and other callable objects). This allows the NAME macro to be used on lambdas and functoids. For example: foo.set_something(NAME([this] (u8 data) { m_something = data; })); I realise the diagnostic messages get ugly if you use NAME on a large lambda. You can still give a literal name, you just have to place it after the lambda rather than before. This is uglier, but it's intentional. I'm trying to drive developers away from a certain style. While it's nice that you can put half the driver code in the memory map, it detracts from readability. It's hard to visualise the memory range mappings if the memory map functions are punctuated by large lambdas. There's also slightly higher overhead for calling a delegate bound to a functoid. If the code is prettier for trivial lambdas but uglier for non-trivial lambdas in address maps, it will hopefully steer people away from putting non-trivial lambdas in memory maps. There were some devices that were converted from using plain delegates without adding bind_relative_to calls. I fixed some of them (e.g. LaserDisc) but I probably missed some. These will likely crash on unresolved delegate calls. There are some devices that reset delegates at configuration complete or start time, preventing them from being set up during configuration (e.g. src/devices/video/ppu2c0x.cpp and src/devices/machine/68307.cpp). This goes against the design principles of how device delegates should be used, but I didn't change them because I don't trust myself to find all the places they're used. I've definitely broken some stuff with this (I know about asterix), so report issues and bear with me until I get it all fixed.
* New working software list additions (#5772) Firehawke2019-10-231-0/+21
| | | | | | | | | * New working software list additions ----------------------------------- apple2_flop_orig: Gauntlet, Go (Hayden), Ghostbusters, Galactic Wars, Guderian [4am, Firehawke] * Add details on compiling MAME documentation. (nw)
* Fix spelling (#5770) Zoë Blade2019-10-211-1/+1
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* Allow per-layer blend modes supplied by driver for screens, as required Vas Crabb2019-07-271-3/+3
| | | | | | | | | for Laserdisc overlays. This is a change in behaviour, and it means that games like Golly! Ghost! will need an explicit blend mode specified in the XML. I'm not entirely happy with the situation, but a better, more general solution than this would require some serious refactoring to MAME's renderer.
* Make layout format more flexible: Vas Crabb2019-07-063-190/+86
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * 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.
* Overhaul to advanced gun instructions (nw) Firehawke2019-05-281-18/+24
| | | | | | This cleans up spelling and other issues in the original text. This work is still prototype and will probably require fine-tuning between Vas and myself.
* (nw) Fedora users need this now that X11 XInput is enabled by default - no ↵ Vas Crabb2019-04-261-1/+1
| | | | clue about other Linuxes
* Merge pull request #4914 from kiall/docs-linux-lightguns R. Belmont2019-04-252-0/+58
|\ | | | | WIP: Document Linux Lightguns with Xinput
| * Document Linux Lightguns with Xinput Kiall Mac Innes2019-04-212-0/+58
| | | | | | | | | | | | Add a new doc page within the 'Advanced Configuration' section which describes how to enable Lighuns on Linux using the XInput lightgun provider.
* | doc: add python to list of required ubuntu packages (nw) Henrik Algestam2019-04-231-1/+1
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* (nw) Clean up the mess on master Vas Crabb2019-03-2611-490/+1661
| | | | | | | | | | | | | This effectively reverts b380514764cf857469bae61c11143a19f79a74c5 and c24473ddff715ecec2e258a6eb38960cf8c8e98e, restoring the state at 598cd5227223c3b04ca31f0dbc1981256d9ea3ff. Before pushing, please check that what you're about to push is sane. Check your local commit log and ensure there isn't anything out-of-place before pushing to mainline. When things like this happen, it wastes everyone's time. I really don't need this in a week when real work™ is busting my balls and I'm behind where I want to be with preparing for MAME release.
* Revert "conflict resolution (nw)" andreasnaive2019-03-2511-1661/+490
| | | | | This reverts commit c24473ddff715ecec2e258a6eb38960cf8c8e98e, reversing changes made to 009cba4fb8102102168ef32870892438327f3705.
* layout doc: reword (nw) hap2019-03-251-5/+4
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* layout doc: correction and add inputraw (this one actually does work the way ↵ hap2019-03-241-6/+9
| | | | inputmask was documented before) (nw)
* Make -nonvram_save also inhibit saving of "battery" NVRAM for image devices AJR2019-02-191-1/+2
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* (nw) omission, formatting Vas Crabb2019-02-181-2/+2
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* (nw) misc stuff: Vas Crabb2019-02-181-3/+32
| | | | | | * Document cross-compilation options * Use lowercase for some libraries that are lowercase in system32 on Windows anyway * Make USE_BUNDLED_LIB_SDL2=0 not use the bundled SDL
* device_memory_interface.rst : Correct docs cam9002019-02-181-1/+1
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* Add svg->pdf conversion support Olivier Galibert2019-01-281-0/+1
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