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* -unidasm: Allow input piped from stdin by specifying a bare hyphen as the ↵ Vas Crabb2020-11-181-1/+1
| | | | | | | | | | filename. [AJR, Vas Crabb] -netlist: Give devices the C++17 namespace treatment. -Tidied up compiler warning options for 3rdparty. -emu/render.cpp: Exposed a few information view item properties.
* rendlay.cpp: Set initial value for bounds callback, it can be called before ↵ Vas Crabb2020-11-131-2/+2
| | | | tags are resolved.
* -render.cpp: Fixed issue causing elements to be clipped on bottom/right. Vas Crabb2020-10-141-9/+3
| | | | | | -rendlay.cpp: Tidied up and optimised ellipse drawing code a little. -Reduced space between LEDs on several systems with matrix displays.
* -emu/render.cpp: Load from all external artwork paths. Vas Crabb2020-10-131-38/+36
| | | | | | -emu/rendlay.cpp: Made real component drawing code a bit less gross. -emu/debugcon.cpp: Less screaming now that things aren't macros.
* Various improvements to image file handling: Vas Crabb2020-10-081-13/+13
| | | | | | | | | | | | | | | | | | | | | | | | 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: Allow item animation. Vas Crabb2020-10-051-17/+19
| | | | -cgang.cpp: Make internal artwork more fun.
* emu/rendlay.cpp: Pre-load image components when changing video options. Vas Crabb2020-10-031-27/+32
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* emu/render.cpp: Consider that screens can be hidden when choosing a default ↵ Vas Crabb2020-10-031-18/+15
| | | | view.
* Got rid of global_alloc/global_free. Vas Crabb2020-10-031-36/+22
| | | | | | | | | | | | | | | | | | | | | | | | | The global_alloc/global_free functions have outlived their usefulness. They don't allow consistently overriding the default memory allocation behaviour because they aren't used consistently, and we don't have standard library allocator wrappers for them that we'd need to use them consistently with all the standard library containers we're using. If you need to change the default allocator behaviour, you can override the new/delete operators, and there are ways to get more fine-grained control that way. We're already doing that to pre-fill memory in debug builds. Code was already starting to depend on global_alloc/global_free wrapping new/delete. For example some parts of the code (including the UI and Windows debugger) was putting the result of global_alloc in a std::unique_ptr wrappers without custom deleters, and the SPU sound device was assuming it could use global_free to release memory allocated with operator new. There was also code misunderstanding the behaviour of global_alloc, for example the GROM port cartridge code was checking for nullptr when a failure will actually throw std::bad_alloc. As well as substituting new/delete, I've made several things use smart pointers to reduce the chance of leaks, and fixed a couple of leaks, too.
* Cleaned up bitmap API. Vas Crabb2020-09-271-3/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Made const-qualified pixel accessors (pix, pixt, raw_pixptr) return const-qualified references/pointers to pixesl, and added non-const versions. This makes bitmap more like standard library containers where const protects the content as well as the dimensions. Made the templated pixt accessor protected - having it public makes it too easy to inadvertently get a pointer to the wrong location. Removed the pix(8|16|32|64) accessors from the specific bitmaps. You could only use the "correct" one anyway, and having the "incorrect" ones available prevented explicit instantiations of the class template because the static assertions would fail. You can still see the pixel type in the bitmap class names, and you can't assign the result of &pix(y, x) to the wrong kind of pointer without a cast. Added fill member functions to the specific bitmap template, and added a explicit instantiations. This allows the bitmap size check to be skipped on most bitmap fills, although the clipping check is still there. Also fixed a couple of places that were trying to fill an indexed 16-bit bitmap with rgb_t::black() exposed by this (replaced with zero to get the same net effect). The explicit template instantiations in the .cpp file mean the compiler can inline the function if necessary, but don't need to generate a local out-of-line body if it chooses not to. Extended the size of the fill value parameter in the base bitmap class to 64 bits so it works correctly for 64-bit bitmaps. Fixed places where IE15 and VGM visualiser weren't accounting for row bytes potentially being larger than width. Fixed an off-by-one in an HP-DIO card where it was treating the Topcat cursor right edge as exclusive. Updated everything to work with the API changes, reduced the scope of many variables, added more const, and replaced a few fill/copy loops with stuff from <algorithm>.
* emu/rendlay.cpp: Added parameter animation and state masks. Vas Crabb2020-09-161-4/+2
| | | | | | | | | | | | | | | | | | | 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.
* emu/render.cpp: Apply target orientation when mapping points to layout elements. Vas Crabb2020-09-121-76/+115
| | | | | | | | | Addresses MT07375. Also increase efficiency when layouts contain large numbers of non-interactive elements (e.g. thousands of matrix display dots). Also includes work in progress for future improvements.
* -Fixed issue that automatically generated unnecessary internal views. Vas Crabb2020-09-071-2/+13
| | | | | | | -Updated a few more internal layouts, mostly bezel-only ones. * brkball wasn't using the DMD dots at all (it has a screen). * The Aristocrat layouts could use collections to allow buttons and tower lamps to be enabled/disabled independently.
* Finished adding new mechanism for allowing parts of views to be hidden. Vas Crabb2020-09-071-28/+21
| | | | | | | | | | | | | | | | | | | | | | 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.
* render.cpp: May need to recompute selected view when loading visibility ↵ Vas Crabb2020-09-061-0/+3
| | | | toggle configuration.
* -util/xmlfile: Escape attribute and element content. Vas Crabb2020-09-061-120/+196
| | | | | | | | | | | | | | | | | | | | The previous behaviour was unintuitive - parsing an XML file and writing it out immediately would produce invalid XML if the file contained any characters that needed escaping. It makes far more sense to escape on writing rather than expecting the user to escape input. -Add preliminary support for visibility toggles to artwork system. This allows the user to show/hide related elements in a view, with nesting. The view can specify whether elements are shown or hidden by default. Settings are saved per host window/screen per view. There is no way to set the initial visibility state on the command line. Legacy "Space Invaders cabinet model" layers are mapped onto visibility toggles. This is not stable yet. In particular, the XML element/attribute names have not been finalised. The new features have not been added to complay.py to prevent them from being used before they're finalised.
* render: don't add parent set external artwork if artwork found hap2020-07-251-4/+7
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* various devices and drivers: removed superfluous semicolons (nw) Ivan Vangelista2020-06-291-1/+1
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* emu: correct some file headers (nw) hap2020-06-191-1/+1
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* ui: only warn about external artwork when it wasn't loaded (nw) hap2020-06-131-12/+14
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* ROM loading cleanup: Vas Crabb2020-04-151-22/+18
| | | | | | | | | | | | | | * More flexible constructors for path_iterator and emu_file * More straightforward system/device ROM loading and software loading when using ROM loader * Proper parent walk when searching for identical CHDs with different names from software list * Fixed hangs if software item parents form a loop * Fixed layouts being loaded from bogus empty paths Note that there are changes in behaviour: * For software list ROMs/disks, MAME will now search the software path before searching the machine path * The search path for the owner of the software list device is used, which may not be the driver itself * MAME will no longer load loose CHDs from the media path - it's just too unwieldy with the number of supported systems * MAME will no longer search archives above the top level of the media path
* render: initialization outer box darkened/less distracting (nw) hap2020-04-041-1/+1
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* (nw) Cleanup on the way: Vas Crabb2020-03-101-6/+6
| | | | | | | | | | * Add doxygen comments for bit manipulation functions * Add an overload of BIT that works like the AArch64 UBFX instruction * Kill off some of the silly concatenating overloads for emu_file::open * Make searchpath acually useful for devices This is a checkpoint - I'm planning to improve ROM loading behaviour at least a little.
* fixed some clang-tidy warnings (nw) (#6197) Oliver Stöneberg2020-01-221-1/+1
| | | | | | | | | | | | | | * fixed some bugprone-throw-keyword-missing clang-tidy warnings (nw) * fixed some modernize-use-nullptr clang-tidy warnings (nw) * fixed some readability-delete-null-pointer clang-tidy warnings (nw) * fixed some performance-faster-string-find clang-tidy warnings (nw) * fixed some performance-for-range-copy clang-tidy warnings (nw) * fixed some readability-redundant-string-cstr clang-tidy warnings (nw)
* Clean up render_screen_list code, replacing simple_list with std::list (nw) AJR2019-11-241-25/+17
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* -bgfx: Fixed Github issues #5830 and #5956. [Ryan Holtz] MooglyGuy2019-11-241-1/+1
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* Spring cleaning: Vas Crabb2019-11-011-5/+4
| | | | | | | | | | | | * Changed emu_fatalerror to use util::string_format semantics * Fixed some incorrectly marked up stuff in build scripts * Make internal layout compression type a scoped enum (only zlib is supported still, but at least the values aren't magic numbers now) * Fixed memory leaks in Xbox USB * There can only be one "perfect quantum" device - enforce that only the root machine can set it, as allowing subdevices to will cause weird issues with slot cards overiding it * Allow multiple devices to set maximum quantum and use the most restrictive one (it's maximum quantum, it would be minimum interleave) * Got rid of device_slot_card_interface as it wasn't providing value * Added a helper template to reduce certain kinds of boilerplate in slots/buses * Cleaned up some particularly bad slot code (plenty more of that to do), and made some slots more idiomatic
* -bgfx: Do texture format conversion via a full-screen GPU pass. [Ryan Holtz] MooglyGuy2019-10-131-5/+8
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* (nw) get rid of the rest of assert_always - it's better to be explicit about ↵ Vas Crabb2019-09-201-4/+8
| | | | what this thing is supposed to do
* render.cpp: print a warning and continue on encountering malformed XML in a ↵ Vas Crabb2019-09-081-1/+21
| | | | layout file (nw)
* -core: Removed TEXFORMAT_PALETTEA16. [Ryan Holtz] MooglyGuy2019-07-101-4/+2
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* Make layout format more flexible: Vas Crabb2019-07-061-156/+74
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * 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.
* Since value is unsigned, it will never be lower than zero (nw) yz70s2019-06-171-2/+2
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* (nw) hey GLIBC maintainers - how about you use reserved _NAMES like you're ↵ Vas Crabb2018-09-201-2/+2
| | | | supposed to for your macros, and stop #defining random words? it makes writing portable code hard.
* Generate layouts for dual-screen machines rather than loading Vas Crabb2018-09-181-9/+41
| | | | | | | dualhsxs.lay - this ensures aspect ratio is correct for non-4:3 screens. (nw) Also restore internal layouts for multi-screen Game & Watch systems.
* Remove debug prints, nw mooglyguy2018-08-261-2/+0
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* -bgfx: Improved rendering with artwork by 5-10x or more. [Ryan Holtz] mooglyguy2018-08-261-3/+13
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* (nw) more layout documentation Vas Crabb2018-07-311-19/+18
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* make rectangle work better with constexpr, change many things to use ↵ Vas Crabb2018-07-281-1/+1
| | | | designated getters/setters (nw)
* Better support for screen orientation/geometry: Vas Crabb2018-07-261-107/+213
| | | | | | | | | | | | | | | | | | | | | * Eliminates the need for the horizontal/vertical/LCD/SVG layout files * Screens can now have orientation and physical aspect ratio specified * RASTER/VECTOR defaults to 4:3, LCD/SVG defaults to square pixels at config time * System orientation is applied on top of screen orientation Automatically generated single-screen views and orientation flags in XML output now work correctly for systems with multiple screens in different geometries/orientations, e.g. housemnq, rocnms, stepstag, or netmerc. The "core rotation options" only interact with system orientation. Allowing multi-screen systems to work well with one monitor per emulated screen is a complex topic. System orientation also affects the GFX viewer while screen orientation doesn't. The orientation displayed in the system selection menu is from the system orientation. Let me know if I've broken any systems or use cases. Also, add save state support for std::array/C array nested to any depth.
* rendlay: allow user variables and repetition in layouts, also add a few more ↵ Vas Crabb2018-07-221-1/+1
| | | | predefined variables
* render: improve behaviour in general for systems with two screens (sorry ↵ Vas Crabb2018-07-201-89/+117
| | | | about occasional extra warning messages, it's unavoidable)
* Allow per-device internal layouts and remove some more MCFG_ macros. Vas Crabb2018-07-161-46/+46
| | | | | | | | | | | Input and screen tags are now resolved relative to a layout's owner device. Easy way to demonstrate is with: mame64 intlc440 -tty ie15 Previously you'd only get the IE15 terminal's layout and you'd be unable to use the INTELLEC 4/40 front panel. Now you'll get the choice of layouts from both the system and the terminal device in video options.
* (nw) misc follow-up Vas Crabb2018-05-061-10/+12
| | | | | | | | | | | | Fix MT06964 Fix µPD7759 class hierarchy, and reset callback before resolving it (fixed assert in Sega C2) Remove some more low-value device add indirection macros, default some more clocks Make cards inherit clock from slot by default
* GCC 8 again (nw) arbee2018-05-011-1/+1
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* better handling for arbitrary numbers of screens (nw) Vas Crabb2018-03-121-20/+52
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* Override and fallback options for artwork (#2908) phulshof2018-01-071-21/+63
| | | | | | | | | | | | * Added fallback_artwork and override_artwork as MAME options to allow default artwork to be loaded. * Removed debug testing code. * - Allow loading of built-in layouts even if override_artwork is specified. - Allow loading of fallback_artwork if only default view have been found. - Fixed order of built-in layouts with regards to fallback_artwork as agreed upon the forums. * Changed |= true to = true, and changed override artwork so it only checks for default.lay if the <machine name>.lay is not found.
* fix unused variable error compiling with MSVC (nw) smf-2017-10-011-1/+1
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* work around https://gcc.gnu.org/bugzilla/show_bug.cgi?id=81721 (nw) Vas Crabb2017-09-301-20/+20
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* Generate layouts for systems with three or more screens Vas Crabb2017-09-291-21/+162
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