| Commit message (Collapse) | Author | Age | Files | Lines |
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so to allow for alternate ways to organize the generated snaps.
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devices (e.g. %d_cart or %d_flop1) while allowing for more general non-alphanumeric separators, so that for instance %d_cart_%i correctly produces a name with the software name, followed by an underscore and an index, rather than failing to be recognized and defaulting back to %g/%i.
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- Remove corestr.h from emu.h; update a few source files to not use it at all
- Change strtrimspace, strtrimrightspace and core_filename_extract_* to be pure functions taking a std::string_view by value and returning the same type
- Change strmakeupper and strmakelower to be pure functions taking a std::string_view and constructing a std::string
- Remove the string-modifying version of zippath_parent
- Change tag-based lookup functions in device_t to take std::string_view instead of const std::string & or const char *
- Remove the subdevice tag cache from device_t (since device finders are now recommended) and replace it with a map covering directly owned subdevices only
- Move the working directory setup method out of device_image_interface (only the UI seems to actually use the full version of this)
- Change output_manager to use std::string_view for output name arguments
- Change core_options to accept std::string_view for most name and value arguments (return values are still C strings for now)
- Change miscellaneous other functions to accept std::string_view arguments
- Remove a few string accessor macros from romload.h
- Remove many unnecessary c_str() calls from logging/error messages
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Made the sound manager mute controls readable, and got rid of system
enable since it just controls system mute anyway. This was causing
confusion: phantom2 was trying to use both independentlyt casuing the
mute bit to be ignored.
THe Lua interface changes are mostly changing methods to properties,
some renames to make things clearer, and some additional properties for
better control over snapshots.
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Exposed the "native snapview" option on the video manager. Trying to
use presence of a single view is a poor proxy that breaks with
multi-screen systems.
Allow rotation to be changed for native snapshot views, and disable the
zoom to screen area control when it has no effect on the selected view.
Treat an empty string identically to "auto" for view selectction.
Previously this was being used for prefix matching so it would force the
first view. (This caused the bad snapshot view selection. It had been
relying on "internal" not being a common view name prefix so it fell
through to automatic selection, but when changed to an empty string it
forced the first view.)
Documented "auto" as well as "native" for the -snapview option and
changed the default to auto rather than an empty string for consistency
with the -viewN options.
Added [w]string_view handlers to the stuff that's instantiated in
strformat.cpp since we'll be increasingly using them.
Cleaned up and updated some documentation.
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More Lua interface cleanup, additional properties and methods, and
documentation migration/expansion.
Emulated switch inputs can have "not" codes applied to host input axis
directions. It works the same way as host switch inputs - push twice
for a "not" prefix.
Input polling helpers no longer need to store state in the input device
items. There’s less leakage, and less chance of things interfering with
each other.
Allow snapshot view options to be configured through the internal UI via
the video options menu. Made video options menus place initial focus on
the currently selected view item. Removed some crud from the menu base
class.
Fixed the description of the "snapview" option. The value to get raw
screen pixels was changed to "native" a long time ago but the
description was never updated.
Re-arranged the Golden Poker button lamps so that the 6-button layouts
for Jolli Witch and Wild Witch make sense. In 6-button mode, the hold
buttons double as bonus game and bet buttons, but the lamp outputs don't
change. The simplest way to deal with this without requiring the user
to switch views or using layout scripting is to place the dedicated
buttons directly below the hold buttons that correspond to them.
Removed some software list data that was redundantly copied into
device_image_interface (m_supported was never even set, so it didn't
even work), and made crc() work better (previously it wasn't
recalculuated after unloading and loading another image).
Made strformat.h and devcb.h play nicer with C++17 and pre-standard
C++20. Format precision now correctly limits the length of string
views. Confirmed that strformat.{h,cpp} works with pre-standard C++20
support in GCC 9.
Removed an auto_alloc from cpu/arm7.
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The things that were previously called device iterators are not
iterators in the C++ sense of the word. This is confusing for
newcomers. These have been renamed to be device enumerators.
Several Lua methods and properties that previously returned tables now
return lightweight wrappers for the underlying objects. This means
creating them is a lot faster, but you can't modify them, and the
performance characteristics of different operations varies.
The render manager's target list uses 1-based indexing to be more like
idiomatic Lua.
It's now possible to create a device enumerator on any device, and then
get subdevices (or sibling devices) using a relative tag.
Much more render/layout functionality has been exposed to Lua. Layout
scripts now have access to the layout file and can directly set the
state of an item with no bindings, or register callbacks to obtain
state. Some things that were previously methods are now read-only
properties.
Layout files are no longer required to supply a "name". This was
problematic because the same layout file could be loaded for multiple
instances of the same device, and each instance of the layout file
should use the correct inputs (and in the future outputs) for the device
instance it's associated with.
This should also fix video output with MSVC builds by avoiding delegates
that return things that don't fit in a register.
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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.
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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>.
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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.
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rendering whole scanline when update was called inside hblank
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setting was enabled (nw)
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* Initial refactor of AVI/MNG movie recording, consolidation of copy and paste
code, hiding of AVI/MNG behind interfaces
* Extracted recording specific code out of src/emu/video.cpp and put into
src/emu/recording.cpp
* Took the opportunity to move slightly more logic out of video.cpp into
recording.cpp
* Bug fix
* Consolidated frame counting logic
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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 readability-static-accessed-through-instance clang-tidy warnings (nw)
* fixed some readability-redundant-string-cstr clang-tidy warnings (nw)
* fixed some readability-redundant-control-flow clang-tidy warnings (nw)
* fixed some modernize-use-nullptr 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 performance-unnecessary-value-param clang-tidy warnings (nw)
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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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(#6139)
* fixed -aviwrite/-mngwrite crash with screenless systems [Oliver Stöneberg, hap]
* can record video with noscreens (nw)
* need to use default frame rate for screen-less MNG recording as well (nw)
Co-authored-by: hap <happppp@users.noreply.github.com>
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* Remove up to one frame of input latency. Makes MAME virtually lagless on VRR monitors.
* Use empty parentheses and clean interface member calls
* Add new option -instant_blit to make this feature optional
* Rename new option to -lowlatency, -ll
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MAME was setting up AVI before devices have properly launched, so default 60fps was used, which resulted in skipped frames in the video if machine's framerate is above 60 (btoads), and presumably duplicate frames for machines below 60fps (haven't tested).
Now every frame that is generated is also present in the video.
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slowdown on screenless view) (nw)
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[vadosnaprimer] (#5334)
* luaengine: video:size(), video:pixels(), screen:refresh_attoseconds()
pixels() and size() correspond to internal game resolution covering all screens and internal pixel colors. the same values are used for bitmap dumping. similar things available for screen_device lua library take into account final UI resolution and colors, so they can't be used when accurate framebuffer is needed.
refresh_attoseconds() allows to calculate precise numerator and denominator for framerate
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pixels() and size() correspond to internal game resolution covering all screens and internal pixel colors. the same values are used for bitmap dumping. similar things available for screen_device lua library take into account final UI resolution and colors, so they can't be used when accurate framebuffer is needed.
refresh_attoseconds() allows to calculate precise numerator and denominator for framerate
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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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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.
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This reverts commit c24473ddff715ecec2e258a6eb38960cf8c8e98e, reversing
changes made to 009cba4fb8102102168ef32870892438327f3705.
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Signed-off-by: Celelibi <celelibi@gmail.com>
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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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arbitrary constant.
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in case of running on a heavily loaded system, as suggested by cuavas.
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Do not update m_average_oversleep if we overslept too much.
This is still a partial fix, more investigation is needed when the system time jumps backward.
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significant change, so please pay attention.
The core changes are:
* Short name, full name and source file are no longer members of device_t, they are part of the device type
* MACHINE_COFIG_START no longer needs a driver class
* MACHINE_CONFIG_DERIVED_CLASS is no longer necessary
* Specify the state class you want in the GAME/COMP/CONS line
* The compiler will work out the base class where the driver init member is declared
* There is one static device type object per driver rather than one per machine configuration
Use DECLARE_DEVICE_TYPE or DECLARE_DEVICE_TYPE_NS to declare device type.
* DECLARE_DEVICE_TYPE forward-declares teh device type and class, and declares extern object finders.
* DECLARE_DEVICE_TYPE_NS is for devices classes in namespaces - it doesn't forward-declare the device type.
Use DEFINE_DEVICE_TYPE or DEFINE_DEVICE_TYPE_NS to define device types.
* These macros declare storage for the static data, and instantiate the device type and device finder templates.
The rest of the changes are mostly just moving stuff out of headers that shouldn't be there, renaming stuff for consistency, and scoping stuff down where appropriate.
Things I've actually messed with substantially:
* More descriptive names for a lot of devices
* Untangled the fantasy sound from the driver state, which necessitates breaking up sound/flip writes
* Changed DECO BSMT2000 ready callback into a device delegate
* Untangled Microprose 3D noise from driver state
* Used object finders for CoCo multipak, KC85 D002, and Irem sound subdevices
* Started to get TI-99 stuff out of the TI-990 directory and arrange bus devices properly
* Started to break out common parts of Samsung ARM SoC devices
* Turned some of FM, SID, SCSP DSP, EPIC12 and Voodoo cores into something resmbling C++
* Tried to make Z180 table allocation/setup a bit safer
* Converted generic keyboard/terminal to not use WRITE8 - space/offset aren't relevant
* Dynamically allocate generic terminal buffer so derived devices (e.g. teleprinter) can specify size
* Imporved encapsulation of Z80DART channels
* Refactored the SPC7110 bit table generator loop to make it more readable
* Added wrappers for SNES PPU operations so members can be made protected
* Factored out some boilerplate for YM chips with PSG
* toaplan2 gfx
* stic/intv resolution
* Video System video
* Out Run/Y-board sprite alignment
* GIC video hookup
* Amstrad CPC ROM box members
* IQ151 ROM cart region
* MSX cart IRQ callback resolution time
* SMS passthrough control devices starting subslots
I've smoke-tested several drivers, but I've probably missed something. Things I've missed will likely blow up spectacularly with failure to bind errors and the like. Let me know if there's more subtle breakage (could have happened in FM or Voodoo).
And can everyone please, please try to keep stuff clean. In particular, please stop polluting the global namespace. Keep things out of headers that don't need to be there, and use things that can be scoped down rather than macros.
It feels like an uphill battle trying to get this stuff under control while more of it's added.
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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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checked but not compiled in (nw)"
This reverts commit c0407f073bf7afe26407c4add5cfeaf7104913c9.
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