| Commit message (Collapse) | Author | Age | Files | Lines |
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-midway/wmg.cpp: Use a memory bank for NVRAM; also got rid of a really pointless trampoline function.
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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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sliders: show channel volume in percentage and increase maximum to 400%
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Functionally, the only difference between the system definitions is that
GAMEL lets you specify an additional internal layout and SYST lets you
specify a compatible system. COMP and CONS are just aliases for SYST -
the aliases can be phased out.
Removed arcade.flt and mess.flt altogether - opinion seems to be split
between misinterpreting them as fully supported and considering them
unnecessary. They were marginally useful as a performance test for
makedep.py, but that isn't important. We still have nl.flt as an
example .flt file (although it doesn't use "-" exclude directives).
Moved the UI active flag from the machine to the UI manager. Nothing
else uses it anyway (it's still accessible to scripts).
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-ui/ui.cpp: Honour UI enable for machines without keyboards.
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mode.
There are multiple issues with what MAME was doing, but the most glaring
is that it violates the DirectInput interface contract that requires the
window associated with an open device must not be destroyed. See
documentation for IDirectInputDevice8::SetCooperativeLevel: "This
parameter must be a valid top-level window handle that belongs to the
process. The window associated with the device must not be destroyed
while it is still active in a DirectInput device."
The previous code also prevented DirectInput controllers from working
when using multiple windows if any window other than the first window
had focus.
Also fixed SDL builds not correctly recognising when all windows lose
focus, and save state menu not appearing.
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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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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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ui: Added some missing functionality:
* Added an option to copy input device IDs to the relevant menus.
* Added an item for setting the software lists files path (-hashpath) to
the folder setup menu.
* Allow pasting text from clipboard in most places that allow typing
(searching, entering filenames, entering barcodes).
* Changed the software selection menu heading to be a bit less
misleading.
* Made barcode menu less eager to rebuild itself unnecessarily, and
removed some confusing and apparently pointless code.
Exposed more Lua bindings:
* Added low-level palette objects.
* Added indexed bitmap types.
* Added a bitmap method for extracting pixels from a rectangular area as a
packed binary string.
* Changed screen device pixels method to return width and height in
addition to the pixels.
osd: Added some functionality and cleaned up a little:
* Added a function for copying text to the clipboard.
* Moved function for converting Windows error codes to standard error
conditions to winutil.cpp so it can be used from more places.
* Removed duplicate declaration of osd_get_clipboard_text and made the
function noexcept (including fixing implementations).
* Made macOS implementation of osd_get_clipboard_text skip the encoding
conversion if it finds UTF-8 text first.
* Changed the default -uimodekey setting so it doesn't lose the "not
shift" that stops the default from interfering with UI paste.
Various bug fixes:
* util/unicode.cpp: Fixed the version of utf8_from_uchar that returns
std::string blowing up on invalid codepoints.
* util/bitmap.h: Fixed wrapping constructors for indexed bitmaps taking
the wrong parameter type (nothing was using them before).
* util/bitmap.cpp: Fixed potential use-after-free issues with bitmap
palettes.
* emu/input.cpp, emu/inputdev.cpp: Log 1-based device numbers, matching
what's shown in the internal UI and used in tokens in CFG files.
* emu/emumem.cpp: Added the bank tag to a fatal error message where it
was missing.
docs: Reworked and expanded documentation on configuring stable
controller IDs.
For translators, the changes are quite minor:
* There's a menu item for copying a device ID to the clipboard, and
associated success/failure messages.
* There's the menu item for setting the software list file search path.
* One of the lines in the software selection menu heading has changes as
it could be interpreted as implying it showed a software list name.
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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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(#9783)
Also encapsulated things a bit more and made the UI manager hold onto the storage rather than keeping it in file statics.
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to LUA. This property allows one to disable image-specific UI displays (#9377)
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- Undo inclusion of screen.h within render.h and update many source files that were stealth-including the former
- Move texture_format enum to rendertypes.h
- rendlay.h: Make a few methods static
- ui/info.cpp: Use C++11-style iteration for render targets
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Added pseudo format specifiers to controller port names: %p for player
and %% for literal percent symbol. This lets you get the localised
player identifier in overridden input names (see NES and Neo-Geo for
examples), and reduces the number of messages to translate.
For translators, the new messages are mostly previously existing
messages with wording adjusted for clarity (e.g. referring to "media"
rather than "ROMs" in several places, as things like disk and tape
images are included). It's also possible to localise the "???"
dipslayed for an input without a valid name, but that should never
actually appear in practice.
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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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-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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* Updated cheat commands to work with arbitrary devices and address
spaces. You can still only search RAM areas in a single address space
at a time, but any address space of any device can be used now.
* Made the cheatinit/cheatrange commands not affect current state if the
arguments are invalid. Also fixed some bugs in the cheat commands.
* Updated documentation for cheat commands, and added a simple worked
example. Also added single-sentence descriptions of what
(break|watch|register)points are to the top of the relevant pages.
-frontend improvements:
* Added a bit more info to the about box, moved the VCS revision to the
heading.
* Don't show "not" codes in prompts - they're not helpful.
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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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* 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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red overdrive border when speaker_report is non-zero.
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overdriven. Leaving it on for a bit at the start of the cycle so that devs might identify and fix some of these cases.
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Added more modern generic I/O interfaces with implementation backed by stdio, osd_file and core_file, replacing io_generic. Also replaced core_file's build-in zlib compression with a filter.
unzip.cpp, un7z.cpp: Added option to supply abstract I/O interface rather than filename.
Converted osd_file, core_file, archive_file, chd_file and device_image_interface to use std::error_condition rather than their own error enums.
Allow mounting TI-99 RPK from inside archives.
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emu/ioport.cpp: Allow controller files to override input sequences for
inputs that don't use defaults, and to override the toggle setting for
digital inputs.
emu/config.cpp: Expose configuration level (mostly matters for
controller files), improved verbose diagnostic messages, and moved a few
things out of the global and preprocessor namespaces.
docs: Added documentation for some controller configuration file
features. The device mapping feature documentation will be merged in at
some point.
util/unicode.cpp, emu/input.cpp: API cleanups.
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before the initial soft reset) by using the normal "Config Menu" UI input
Note that the minor code shuffling in machine.cpp is necessary to prevent emulation from getting confused if "Select New Game" happens to be selected.
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* Simplified message when toggling UI controls.
* Show actual configured UI toggle key, not misleading hard-coded text.
* Push window activated/deactivated events to UI manager.
* Simplified SDL window event handling code - events are pretty precise.
-Miscellaneous code cleanup.
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* osdcomm.h: Move definition of EQUIVALENT_ARRAY to coretmpl.h
* sharc.cpp, gt64xxx.cpp, ym2413.cpp, gb_lcd.cpp, snes_ppu.cpp: Use STRUCT_MEMBER for save state registration
* gio/newport.cpp, megadrive/svp.cpp, nes_ctrl/bcbattle.cpp, arm7.cpp, tms9995.cpp, pckeybrd.cpp, sa1110.cpp, sa1111.cpp, jangou_blitter.cpp, vic4567.cpp: Use std::fill(_n) instead of memset
* emucore.h: Remove obsolete typedef
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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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- corefile.cpp, fileio.cpp: Change puts to take a std::string_view parameter
- rendlay.cpp: Use std::string_view instead of bare pointers in various functions
- vecstream.h: Add std::string_view conversion operator to obtain output buffer without needing to make it a C string with explicit null termination
- xmlfile.cpp: Add get_attribute_string_ptr method that distinguishes between empty strings and absent attributes without falling back to C strings
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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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* Cleaned up some more of the Lua inteface. Mostly replacing methods
with properties, some consistency fixes, a few renames, some more
exposed functionality, and a couple of properties that have no
business being set from scripts made read-only.
* Moved a lot more Lua documentation out of source comments into the
documentation, and expanded on it in the process.
* Got more UI code out of the input manager.
* Changed input sequence poller to a polymorphic class where you
specify your intention upfront.
* Changed the cheat plugin to use UI Clear to clear hotkey assignments
and leave them unchanged if the user starts assignment but doesn't
press any switches.
* Ported AJR's fix for over-eager double-click recognition from SDL to
Windows OSD.
-goldnpkr.cpp: Cleaned up inputs, using standard keyout and payout types
and key assignments.
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* Started moving Lua class reference to docs. Expecting people to find
the class reference material in the source isn’t going to help make it
approachable. The docs allow longer explanations, better formatting,
and cross reference links.
* Added another layout scripting example to the docs.
-goldnpkr.cpp: Minor clean-up.
* Improved the short names for Witch Card and Witch Game clone sets.
* Made Witch Up & Down artwork clickable.
* Added working Video Klein sets where the parent is a working Video
Klein set to the tiny subtarget.
* Removed history from the header comment - we have version control for
a readon.
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