| Commit message (Collapse) | Author | Age | Files | Lines |
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-Fixed a few more class memory access warnings.
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* Feed mouse/pen/touch pointer events through UI input manager with Win32 and SDL.
* Started migrating UI code to use new API and reworking mouse/touch interaction.
* emu/render.cpp: Support pressing multiple clickable layout items simultaneously.
* emu/render.cpp: Allow UI elements to be drawn in any window.
* emu/rendlay.cpp, luaengine_render.cpp: Added layout view events for pointer input.
* ui/ui.cpp: Allow the UI handler to control pointer display.
* ui/analogipt.cpp: Added mouse/touch and more keys for navigating field state list.
* ui/menu.cpp: Use vertical swipe to scroll and horizontal swipe to adjust.
* ui/menu.cpp: Draw after processing input - greatly improves responsiveness.
* ui/menu.cpp: Ignore keyboard/gamepad input during pointer actions.
* ui/selmenu.cpp: Made left/right info pane arrows repeat when held.
* ui/selmenu.cpp: Use middle click to move keyboard focus.
* ui/selmenu.cpp: Let filter list scroll if it's too tall, and use a bit of horizontal padding.
* ui/selmenu.cpp: Improved divider sizing.
* ui/state.cpp: Don't allow clicks to pass through the confirm deletion prompt to the menu.
* ui/simpleselgame.cpp: Fixed error message display and graphics/sound status not showing.
* ui/simpleselgame.cpp: Allow tap/click to dismiss error message.
* ui/utils.cpp: Show UI for choice filters when there are no choices - it's less confusing.
* modules/input/input_sdl.cpp: Made scaling for mouse scroll better match RawInput and DirectInput.
* modules/input/input_rawinput.cpp: Added support for horizontal scroll axis.
* modules/input/input_win32.cpp: Added support for scroll axes and more buttons to mouse/lightgun.
* modules/debugger/debugimgui.cpp: Don't fight over events with the UI manager - it breaks menus.
* osd/windows/window.cpp: Translate mouse position to window cooridinates for scroll wheel events.
* osd/sdl/window.cpp: Supply last mouse position for scroll wheel events if possible.
* scripts/build/complay.py: Made zero input mask an error - it was only being used to block clicks.
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This allows interested parties to receive notifications on media
changes. This is demonstrated by the file manager and media image
information menus now updating immediately if the system ejects a
mounted image, or a mounted image is changed by a script or something.
ui/filemngr.cpp, ui/info.cpp: Update file manager and media image
information menus immediately on media image changes.
ui/menu.cpp: Return index of added item from item_append.
bus/generic/slot.cpp: Use out-of-line virtual destructors to avoid
vtable link errors in certain single-driver builds.
bus/nubus: Tidy up some #include statements.
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This fixes "amplification" effects that would happen if the frame rate
rose above 100 Hz (whether by unthrottling or otherwise).
Synchronise with wall clock any time inputs are read. Not doing this
has weird effects on relative inputs with frame skipping and contributes
to unresponsiveness of menus.
Reduce visual latency for mouse movement on menus when paused or
skipping frames. The rest of the code changes to menus won't provide
benefits until draw can happen after event handling.
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osd/modules/input, emu/inpttype.cpp: Made most default joystick
assignments supplied by input modules. Input modules take available
controls into consideration when generating default assignments.
emu/inpttype.ipp: Added a separate "Back" UI input separate from Cancel.
You may want an easier to hit combination for moving to the previous
menu than for exiting or cancelling input. They both default to Escape.
emu/inpttype.ipp: Added a UI Help control. Currently only used by
analog inputs menu
emu/inpttype.h: Moved I/O port field type enum to its own header and
sorted UI controls so they appear in a more logical order.
ui: Don't use UI Select to restore defaults - people should be getting
used to the UI Clear input by now. UI Select cycles multi-value items
instead.
ui/inputmap.cpp: Don't use immediate cancel to cycle between clearing
and restoring default assignment (use UI Clear instead).
osd: Reduced the number of files needing to include the dreaded emu.h.
Got some implementation out of headers.
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* Added initial support for XInput controller subtypes, starting with
driving, arcade and flight controllers.
* Check XInput capabilities to ignore buttons and hats that aren't
present.
* Added preliminary SDL Game Controller joystick provider. Reconnection
and mixed Game Controller/Joystick devices are unsupported.
* Show the input token for the highlighted control on input device
menus.
-ui: Allow menus to set required space above and below menu when metrics
change. Fixes the initial bad layout on the system selecton menu, or
bad layout after resizing windows.
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Also reworked calculation of menu geometry in general, and limited width
of left panel on system/software selection menus.
Fixes images in the right panel and icons on the system/software
selection menus not being scaled correctly when the window is resized
(MT08539 is an example of this).
Fixes bad font size selection at low resolutions when using bitmap fonts
like uismall.bdf (GitHub #7105).
Fixes collapse/expand arrows on left/right panels of system/softwre
selection menus getting bigger if the window is made narrower.
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Added menus for controlling toggle inputs, and showing recognised input
devices and control state. Moved input menu options off main menu to a
submenu, as there are a lot of them now.
Moved menu heading drawing into base class, added headings to more
menus, and made headings more consistent with the menu items used to
reach them. Also made terminology more consistent.
Changed the default names for buttons and hat switches/D-pads to use
1-based numbering. DirectInput still returns 0-based button numbers for
some devices.
Removed local copy of MinGW xaudio2.h as it’s now included in the MSYS2
package. Also fixed building the DirectSound sound output module with
the SDL OSD on Windows - the Windows headers are sensitive to include
order.
Started adding documentation for menus, to hopefully help people find
menus they remember seeing but can't recall how to access.
For translators, this makes terminology more consistent. In particular:
* "Settings" is preferred over "configuration" in a number of places, as
the latter can be construed as referring specifically to settings
stored in .cfg files in the cfg_directory folder. Also, references to
saving machine configuration could be interpreted as relating to the
settings on the "Machine Configuration" menu.
* The controls on host input devices (e.g. keys, buttons, joystick axes)
are referred to as "controls", while emulated inputs are referred to
as "inputs".
* The menus for assigning host controls to emulated inputs are called
"input assignments" menus to distinguish them from other input
settings menus.
* Combinations of controls that can be assigned to emulated inputs are
referred to as "combinations" rather than "sequences".
* The potentially confusing term "ROM set" has been removed altogether.
Use "short name" to refer to a device or system's identifier.
* "System" is used in almost places to refer to a complete, runnable
system rather than "Machine".
* "Driver" is now only used to refer to source files where systems or
devices are defined - it is no longer used to refer to individual
systems.
* A few more menus have message context for the messages. This makes it
a bit easier to guess where the messages are used. It also means you
can use different translations in different places if necessary (e.g.
if the same English text should be translated differently as an item
in one menu and as a heading in another).
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Made a few more menus reset values to the default in response to the UI
clear input.
Made the minimum info text size less unreasonable, and fixed a locale
issue in the font/size selection menu when parsing option strings.
Made the keyboard mode menu toggle items on double click or UI select.
Made the menuless sliders menu remember the last slider shown (this
probably broke when sliders were moved out of the UI manager itself).
Made a few menus just update the highlighted options when it's adjusted
rather than unnecessarily rebuilding the menu.
Made a few more menus reset on being reactivated to cope with scripts or
other things changing stuff out from under them.
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-frontend: Some changes to menu item class that will make it possbile to
reduce the number of menu rebuilds.
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* IOGA port G counter reset is emulated correctly now.
* Increased sensitivity for patocar trackball – it seemed too slow with
mouse or analog stick.
-frontend: Handle analog controls with high sensitivity numbers better.
-arcadia.cpp: Removed commented PORT_RESET - it makes no sense for
joysticks anyway.
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-osd/windows: Handle WM_UNICHAR.
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* Made it possible to add digital controls to axis settings as enables.
* Mix multiple analog controls assigned to an axis setting.
* Added a "reverse" modifier for analog controls (useful with mixing).
* Fixed an issue assigning mouse axes using multiple mouse-like devices
with -nomultimouse.
-frontend: More cleanup:
* Got rid of some abuse of "special main menus".
* Added a helper class for auto-pause menus that don't spawn submenus.
* Got rid of the fake menu that schedules an exit on the first frame.
* Turned the confirm quit prompt into a menu, eliminated one more
special-cased event loop.
* Fixed the confirm quit prompt resuming if you return to emulation if
you weren't paused to begin with.
-bus/centronics: Fixed conflicting DIP locations, reversed order and
inverted polarity for Epson printers.
* Also added the LX-810 (without L suffix) DIP switches for reference -
we don't have a device for this printer yet.
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* Moved common code for drawing about box, info viewer, and other text box menus to a base class; removed the last of the info viewer logic and the multi-line item hack from the base menu class.
* Added previous/next group navigation for general inputs and plugin input selection menus.
* Moved message catalog logic to lib/util, allowing osd and emu to use localised messages.
* Made the base menu class use the UI manager’s feature for holding session state rather than a static map and mutex.
* Improved menu event handling model, and fixed many issues, particularly with menus behaving badly when hidden/shown.
* Added better support for menus that don’t participate in the usual menu stack, like the menuless sliders and the save/load state menus.
* Made a number of menus refresh state when being shown after being hidden (fixes MT08121 among other issues).
* Fixed indication of mounted slot option in the slot option details menu.
* Improved appearance of background menus when emulation isn't running - draw all menus in the stack, and darken the background menus to make the edges of the active menu clearer.
* Fixed locale issues in -listxml.
-debugger: Made GUI debuggers more uniform.
* Added new memory view features to Win32 debugger.
* Fixed spelling of hexadecimal in Cocoa debugger and added decimal address option.
* Fixed duplicate keyboard shortcut in Cocoa debugger (Shift-Cmd-D was both new device window and 64-bit float format).
* Made keyboard shortcuts slightly more consistent across debuggers.
-plugins: Moved input selection menu and sequence polling code to a common library. Fixed the issue that prevented keyboard inputs being mapped with -steadykey on.
-docs: Started adding some documentation for MAME's internal UI, and updated the list of example front-ends.
-Regenerated message catalog sources. For translators, the new strings are mostly:
* The names of the inputs provided by the OS-dependent layer for things like fullscreen and video features. These show up in the user interface inputs menu.
* The names for automatically generated views. These show up in the video options menu - test with a system with a lot of screens to see more variants.
* The input macro plugin UI.
* A few format strings for analog input assignments.
* A few strings for the about box header.
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* autofire, inputmacro: Made left/right repeat when held (makes setting
long delays/durations easier).
* autofire, inputmacro: Added headings for devices in input selection
menus (helps when controller buttons have identical names, e.g. AES)
* autofire: Made intial selection when moving between menus intuitive,
log some errors on saving/loading configuration.
* autofire: Fixed two errors in Chinese localisations.
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Put the description for systems in the info box - it's useful for the
fruit machines with very long names that are truncated in the list.
Also stopped truncating manufactuer and parent name in the info box.
Made the text layout class capable of handling lines containing
combinatations of left/centre/right-justified text and got rid of the
legacy UI manager text wrapping function. Made the system/software
selection menus and the info viewer share the same code for formatting
info text. This means the multi-column layout works properly in the
info viewer now, and the code is a lot simpler. Also the
system/software selection menus don't have to redo the text layout every
frame now.
Made the info viewer update the text layout if the output aspect ratio
changes, and cleaned up more legacy code. The lines in the info viewer
are no longer bogus "menu items", and there's a lot less special-case
code to support it in the base menu class.
This commit includes an update to the Chinese translations from YuiFAN.
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frontend: Made it possible to cancel a media audit while it's in
progress. Also made the media audit multi-threaded so it's faster.
frontend: Made the DIP switches in the DIP switch preview clickable.
frontend: Made the system and software selection menus leave focus on
the same system when clearing the search rather than jumping to the
first item. Also fixed a couple of bugs in the logic for keeping the
selected item visible.
frontend: Fixed a few places that weren't showing localised system
names.
frontend: Made UI Cancel clear a search in the file manager the same way
it does on the system and sofware selection menus.
frontend: Made it possible for plugin menus to handle UI Cancel more
naturally, backing up to the previous plugin menu rather than dropping
straight back to the list of plugins. Updated the autofire, cheat and
cheatfind plugins, and fixed a few other issues in the cheatfind plugin.
debugger: Made the mount and unmount commands accept instance names as
well as brief instance names. Also updated another page of debugger
documentation.
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Reduced the height of the bottom info panel by one line. The system
shortname or list/software name tuple are now only displayed in the info
box on the right. It's a bit out-of-the-way, but it's not something you
need to see all the time.
The main reason for having the quit or return to previous menu item
always visible is to make it easy for someone to quit if they only have
a mouse. However, we don't need waste space on the menu for this when
we have a toolbar. Users without a mouse can exit using the
keyboard/controller UI Cancel input (given how important this is, it's
unlikely they won't have it mapped to something usable).
There's now a toolbar button on the extreme right for returning to the
previous menu or quitting. The tooltip and icon are appropriately
context-sensitive. This recovers one line on the system selection menu,
and two on the software selection menu since the separator is no longer
needed.
Replaced the toolbar icons bitmaps with SVGs. Colours/shapes may be
tweaked before the release if people have good suggestions
Flipped the simple system selection menu so the description is on the
left.
Moved the handling of special cases for the final menu item out of the
base menu class. It's still hacky having it handled there at all, but
it's less hacky without if menus that want to do something different can
do it themselves.
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* frontend: Added support for message context to localisations.
* frontend: Added string_view versions of the message lookup functions.
* frontend: Added a few more folder options to the internal UI.
* emu/softlist.cpp: Use more appropriate containers.
* Switched to Python 3 by default - this will become a requirement.
* Updated msgfmt.py for message context support.
* frontend: Show all software item info in the internal UI.
* frontend: Search alternate titles in software selection menu.
* 3rdparty/utf8proc: Updated to v2.6.1 (has several fixes).
* frontend: Added software filters for common info fields.
* frontend: Allow UI manager to hold onto persistent session data.
* frontend: Cache software lists for eight machines.
* frontend: Added support for loading localised system names.
* frontend: Add UI for selecting localised system names.
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setting and appending to an input sequence.
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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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- render.cpp, rendlay.cpp, ui/ui.cpp, ui/menu.cpp: Change argument types for text processing functions from const char * to std::string_view
- ui/menu.cpp: Add overloads of item_append omitting the frequently empty subtext argument
- cheat.cpp: Remove some c_str() calls that became unnecessary a while ago
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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.
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order to be more license-compliant. [Ryan Holtz]
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of what's going on
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* Make input mapping menus more efficient - most of the properties of a field won't change
* Get rid of the pool allocator in base menu class - it was encouraging bad design
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naming (nw)
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* Changed the various usages of UI_*COLOR to be calls to
src/frontend/mame/ui/moptions.h
The various UI_*COLOR macros were implemented as calls to
decode_ui_color, which cached the values for the various options in a
static array, which was obviously a gross hack.
This refactoring is strategic because I am trying to confine awareness
of mame_ui_manager to code in src/frontend/mame/ui, and the
implementation of decode_ui_color() relied on the ability to access
mame_ui_manager as a singleton from outside this code.
* Created a ui_colors object, so that queries for UI RGB values would not
always require parsing strings
* Replaced UI_TARGET_FONT_[ROWS|HEIGHT] and UI_BOX_[LR|TD]_BORDER macros with
property calls
These macros were implemented with a call to a function
(get_font_rows()) that opportunistically stashed the results of option
accesses in static variables; in other words, a gross hack
Because get_font_rows() attempted to access mame_ui_manager as a
singleton, it was an obstactle to providing an alternative
implementation of ui_manager
* Remove stray debugging cruft that found a way into the other PR
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src/frontend/mame/ui/moptions.h (#5282)
* Changed the various usages of UI_*COLOR to be calls to
src/frontend/mame/ui/moptions.h
The various UI_*COLOR macros were implemented as calls to
decode_ui_color, which cached the values for the various options in a
static array, which was obviously a gross hack.
This refactoring is strategic because I am trying to confine awareness
of mame_ui_manager to code in src/frontend/mame/ui, and the
implementation of decode_ui_color() relied on the ability to access
mame_ui_manager as a singleton from outside this code.
* Created a ui_colors object, so that queries for UI RGB values would not
always require parsing strings
* Converted a few more options().zyx_color() to colors().zyx_color()
* A few more misses from earlier
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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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* Split up the different parts of ICO loading in the menus (locating files, scaling, drawing, etc.)
* Added icon support to software selection menu
* Added support for more ICO file variants, including PNG-in-ICO (new DIB parser is overkill for ICO but I can factor it out for BMP loading at some point)
* Added favourites filter for software menus - includes software that's favourited on any system, so GBC includes DMG favourties and vice versa
* Eliminated unnecessary member variables and O(n) walks in software selection menu
* Made the menus' cached texture structures a bit more efficient
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* Fix crash on builds with fewer than 16 drivers
* Fix "available" filter in internal UI
* Get rid of some UI globals that shouldn't be global
* Better encapsulation in UI
* Clean up favourites manager - in particular kill hidden state and O(n) walks
* This breaks adding systems/software to favourites from the main tab menu
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right of "Off", as with DIP switches.
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filter box, encapsulate a couple more things in selmenu and friends, get
rid of hacks in selector tying it to implementation details of other
menus
(nw) this is an intermediate step - I'm going to turn the filters into
polymorphic objects that will be more manageable and not require so much
copy/pasting when updating APIs
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* Greatly reduce copy/paste code for drawing menu header/footer boxes
* Display full name of selected slot device below slots menu
* Fix up spacing on dircetory configuration menu
* Fix min/max for UI font rows per screen setting
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can happen
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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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* Eliminate some function statics
* Move another launch menu specific member out of base class
* Move some common code from selgame and selsoft into selmenu
* Tighten up const and casts
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* remove a temporary
* fix deps
* remove a vestigial member
* play nicer with dotfiles
* play nicer with pch
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