| Commit message (Collapse) | Author | Age | Files | Lines |
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* 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
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* 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.
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* 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)
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* 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
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what this thing is supposed to do
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layout file (nw)
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* 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.
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supposed to for your macros, and stop #defining random words? it makes writing portable code hard.
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dualhsxs.lay - this ensures aspect ratio is correct for non-4:3 screens.
(nw) Also restore internal layouts for multi-screen Game & Watch
systems.
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designated getters/setters (nw)
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* 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.
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predefined variables
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about occasional extra warning messages, it's unavoidable)
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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.
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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
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* 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.
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appropriate containers, remove misleading const qualifiers, reduce
repeated XML walking.
(nw) Groups aren't parameterised, so they aren't as useful as they could
be (yes, it's on my TODO list). However, it's already useful for
putting a common set of elements in multiple views, potentially at
different locations/scales. See intlc44.lay and intlc440.lay for
examples of the level of copypasta this can eliminate. Be aware that
groups with explicit bounds don't clip thair content, it's only used for
calucating the transform matrix.
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Right now, flags for unemulated/imperfect features apply at system
level. This falls over quickly with systems that have slot devices.
For example you can plug in a broken sound card or keyboard on a PC or
Amiga driver and get no warnings. There's also no way to propagate
these flags from a device to all systems using it.
This changeset addresses these issues. It's now possible to report
unemulated/imperfect features on a device level with static
unemulated_feeatures() and imperfect_features() member functions. So
far the only thing using this is the votrax device.
To support front-ends, this is exposed in -listxml output as a new
"feature" element that can appear in system/device descriptions. It has
a "type" attribute indicating which feature it is, potentially a
"status" attribute if the device itself declares that the feature is
unemulated/imperfect, and potentially an "overall" attribute if the
device inherits a more severe indication from a subdevice. The embedded
DTD describes possible values.
Example: device/machine declares imperfect sound:
<feature type="sound" status="imperfect"/>
Example: device/machine declares unemulated keyboard:
<feature type="keyboard" status="unemulated"/>
Example: device declares imperfect controls but inherits unemulated
controls from a subdevice:
<feature type="controls" status="imperfect" overall="unemulated"/>
Example: device doesn't declare imperfect LAN but inherits it from a
subdevice:
<feature type="lan" overall="imperfect"/>
It's still possible to add these flags to machines in the GAME/COMP/CONS
macro. If the state class declares them with static member functions,
the two sources will be combined.
If you subclass a device, you inherit its flags if you don't redefine
the relevant static member functions (no override qualifier is necessary
since they're static).
The UI has been updated to display appropriate warnings for the overall
machine configuration, including selected slot devices, at launch time.
The menus don't display overall status, only status for the machine
itself. We can make it scan subdevices if we decide that's desirable,
it just needs caching to enure we don't take a huge performance hit.
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* Save/restore a little more of Cocoa debugger state
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* move rarely-used output and pty interfaces out of emu.h
* consolidate and de-duplicate forward declarations, also remove some obsolete ones
* clean up more #include guard macros
* scope down a few more things
(nw) Everyone, please keep forward declarations for src/emu in src/emu/emufwd.h -
this will make it far easier to keep them in sync with declarations than having
them scattered through all the other files.
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* move stuff to namespace util::xml
* scope down some enums
* split config load/save delegate types
* make config load take const so it can't mangle data
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* New abbreviated types are in osd and util namespaces, and also in global namespace for things that #include "emu.h"
* Get rid of import of cstdint types to global namespace (C99 does this anyway)
* Remove the cstdint types from everything in emu
* Get rid of U64/S64 macros
* Fix a bug in dps16 caused by incorrect use of macro
* Fix debugcon not checking for "do " prefix case-insensitively
* Fix a lot of messed up tabulation
* More constexpr
* Fix up many __names
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It's still a bit quirky but it's far better encapsulated before, and it plays nice with const (nw)
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(nw)
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Use standard uint64_t, uint32_t, uint16_t or uint8_t instead of UINT64, UINT32, UINT16 or UINT8
also use standard int64_t, int32_t, int16_t or int8_t instead of INT64, INT32, INT16 or INT8
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utf16_char, unicode_char (nw)
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memset for clearing vector (nw)
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* fixed target texture dimension when -intoverscan is used (this fixes the appereance of scanline and shadow mask)
* added target_scale and screen_count uniforms
* rounded corners now remain aligned with screen bounds when -intoverscan is used (single screen only)
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monitor, and -intscaley to the short dimension.
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