| Commit message (Collapse) | Author | Age | Files | Lines |
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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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osd: Supply OSD object to modules on initialisation. Encapsulated some
event handling in the OSD objects rather than leaving it in free
functions. Put various stuff in namespaces.
osd/modules/input: Enabled dinput, xinput and winhybrid modules for
Windows SDL builds, and enabled background input for dinput and xinput
(and by extension winhybrid) modules. Also fixed some COM and X11
resource leaks.
osd/modules/input/input_sdl.cpp: Flipped SDL mouse button order to match
Windows, and exposed vertical and horizontal scroll as Z and rZ axes.
Moved SDL UI event handling out of input devices into OSD object.
osd/modules/input_rawinput.cpp: Changed lightgun Z axis token so it's
correctly identified as a relative axis (it maps to the scroll wheel
equivalent).
osd: Added an option to choose the network provider module. Mostly
useful if you build with both TUN/TAP and pcap support included, or if
you want to disable emulated networking completely.
emu/input.cpp: Use a better strategy for assembling input code names
that uses fewer temporary strings and doesn't require use of the
non-Unicode-aware space trimming function (fixes MT08552).
osd/modules/input_dinput.cpp: Improved polling logic.
osd: Made various parts of the input code less dependent on concrete emu
objects, and reduced inappropriately passing around the machine object.
Made input modules less dependent on OSD implementation. Encapsulated
some stuff and got rid of some vestigial newui and SDL1 support code.
Cleaned up some interfaces. Moved OSD options classes to their own
files.
Prepare to remove main.h from emu.h - it's mostly used to get the
application name, which the vast majority of emulated devices don't need
to do.
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and fixed alignment issues.
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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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- Remove from emu.h (except for UTF8_xxx macros, which have been transplanted to emucore.h since a lot of drivers use them) and osdepend.h
- Add std::string_view overrides for uchar_from_utf8 and normalize_unicode
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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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Per Vas' request. If the compile fails for you (i'm thinking osx and
windows native debuggers here in particular), add '#include "emu.h"'
as first include of the cpp files that fail.
Due to our use of precompilation and forced inclusion, emu.h must be
included as the very first non-comment thing we do if we want to be
sure msvc compiles are identical to gcc/clang ones. Doing it directly
instead of through an include increases the correctness probability by
a magnitude.
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utf16_char, unicode_char (nw)
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* std::bind - accept no substitutes
* pointer -> reference conversion
* make more menu members private or protected
* don't play so fast and loose with integer types
* reduce some vector copying
* make more static constants const
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return something higher than what it really was
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Use osd_printf_verbose instead of popmessage in ay8910 (too annoying even for debug build)
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