| Commit message (Collapse) | Author | Age | Files | Lines |
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Fixes items showing hovered state when they shouldn't. Not a
regression, but more visible now than previously due to other changes.
Also improved some metadata.
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search path. (#15310)
util/options.cpp: Make earlier INI files take precedence over later INI
files at the same priority level.
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ui/imgcntrl, ui/floppycntrl.cpp: Completely reworked logic -
backtracking through menus is more intuitive, and more context is
retained when encountering an error (it should be a bit easier to follow
the code as well).
ui/floppycntrl.cpp: Don't show the initial content selection menu when
opening an image to read from while writing to a separate file.
ui/filecreate.cpp: Moved the logic to enumerate floppy formats into the
menu, use headings and separators, use callbacks to notify when an item
is selected, don't pop menus when an item is selected, avoid actual work
in destructors.
ui/midiinout.cpp: Fixed infinite growth when repopulating the menu,
don't pop the menu when a port is chosen, use a callback to notify that
a port is chosen, use headings and separators, and in informative
placeholder if no ports are available.
ui/filesel.cpp: Don't show the option to write to a floppy diff (it
still isn't implemented, it can be re-added if it's ever implemented),
don't pop the menus when selecting an item, avoid actual work in
destructors.
ui/filemngr.cpp: Show more detail in the info box below the menu for
software items and presets, substantially simplified the code for
walking media devices.
ui/info.cpp: Got rid of the media information menu, added media
information to the system information menu.
ui/menu.cpp: Allow immediately adjusting the hovered item with
pen/mouse, saving a click.
emu/ioport: Fixed incorrect strings displayed for 4C_5C, 3C_4C, 2C_3C
and 3C_5C. The array absolutely must stay in order. Also added an
assertion to catch these errors early.
emu/ioport.cpp: Use a much less gross method of handling default strings
(apparently someone forgot about function overloading).
emu/ioport.cpp: Retired the crosshair mapper member macros - they don't
serve much purpose.
util/zippath.cpp: Actually report a failure to open a plain file rather
than looking for files inside non-existent archives, making every error
turn into "file not found".
formats/flopimg.cpp: Allow matching extensions on string object names,
rather than requiring a NUL-terminated string.
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New working clones
------------------
Ketsui: Kizuna Jigoku Tachi (IKD 2007 Special - 2007 Cave Matsuri Version) [anonymous]
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Also cleaned up a bunch of recent changes.
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Matches the input assignment and audio effects menus.
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window.
* ui/ui.cpp: Dim all windows when paused.
* ui/ui.cpp, menu/menu.cpp, ui/viewgfx.cpp: Broke assumption that UI
elements will be drawn in the first window.
* menu/menu.cpp: Allow menus to migrate between windows on activation.
* ui/ui.cpp, ui/moptions.cpp, ui/submenu.cpp: Added an option to
automatically pause when a menu is displayed.
* Added an option to open menus in the most recently active window (alos
affcts the profiler, speed display and popup messages).
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-frontend/mame/luaengine.cpp: Removed some deprecated stuff.
-itech/itech32.cpp: BloodStorm doesn't have a space in most uses.
-shared/mahjong.cpp: Exposed base mahjong matrix panel class to simplify
creating devices that are essentially mahjong panels with weird labels.
-ui.ui.cpp, ui/menu.cpp: Started untangling some stuff.
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* Renamed FLAG_INVERT to FLAG_DEEMPHASIZE to better reflect what it
does. The Lua equivalent "invert" has not been changed because it
will likely break external scripts.
* ui/inputmap.cpp: De-emphasise inherited values, matching the behaviour
of the audio effect menus.
* ui/menu.cpp: De-emphasise the main item text for de-emphasised items
without sub-text and for items that are both disabled and
de-emphasised. This makes items with inherited values visually
distinct from disabled items while not affecting [ab]use of disabled
items for informational text.
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debugger/qt/deviceinformationwindow.cpp: Fixed another C++20 thing that
apparently only breaks with some compiler/OS/Qt version combinations.
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(#15182)
* Hackery to allow UTF-8 strings as well as plain strings:
- emu/ioport.h: Allow char8_t for names in field configuration helper.
- emu/device.h, emu/gamedrv.h: Allow char8_t for descriptions and manufacturers.
- util/language.h: Allow char8_t message input.
* util/strformat.h: Allow char8_t format and string arguments with char output.
* ui/videoopt.cpp: Deal with UTF-8 strings as a distinct type.
* osd/windows: Assume Windows 8 or later.
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ui/info.cpp, imagedev/cassette.cpp: Deal with UTF-8 strings as a distint
type.
ui/inputmap.cpp, debugger/qt/dasmwindow.cpp, debugger/qt/mainwindow.cpp,
sound/coreaudio_sound.cpp, cpu/drcbec.cpp, mit/tx0_v.cpp,
konami/3dom2.cpp: machine/mc68328.cpp, cpu/mips/mips1.cpp,
cpu/mips/r4000.cpp, cpu/romp, machine/cammu.cpp, machine/ns32081.cpp:
Avoid arithmetic between different enum types.
dec/pdp1.cpp, konami/firebeat.cpp, mit/tx0.cpp, sound/lc7535.cpp,
sound/spkrdev.cpp: Avoid arithmetic between enum and floating point.
gaelco/gaelco3d_m.cpp: Fixed deprecated uses of volatile variables.
sound/discrete.h: Avoid comparing enum to floatint point.
ui/toolbar.ipp: Don't use UTF-8 qualifier on pure ASCII strings, just
assume char is ASCII-like.
cpu/unsp: Use default constructor for compiler_state.
sgi/pm2_mmu.cpp: Avoid conflict between file static access and
identically named function in unistd.h.
osd/interface/audio.h: Provide an explicit constructor.
util/server_http_impl.hpp: Fixed uninitialised class member warning.
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* cpu/i386/i386dasm.cpp, frontend/mame/infoxml.cpp, dec/pdp1_v.cpp:
Avoid arithmetic between different enum types.
* frontend/mame/cheat.cpp: Default-construct XML parser options.
* emu/validity.cpp: Avoid use of volatile assignement result as value.
* ui/devopt.cpp: UTF-8 strings will use a distinct character type.
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* Added a helper for the common operation of replacing all options,
setting default, and setting whether the slot is fixed (reduced
boilerplate in slot devices a bit).
* Fixed a bug where slot options copied the supplied name but also
required the string to remain valid for their lifetime.
* Use std::string_view for strings that should never be null.
* Reduced some duplication.
-dynax/ddenlovr.cpp: Allow a mahjong panel to be connected for all
hanafuda games with slotted control panels. This is how the games were
operated most of the time, and all mahjong controls are displayed in
input tests. Also cleaned up some DIP switch settings.
-emu/inpttype.h: Got rid of IPT_GAMBLE_SERVICE.
-bus/bk/parallel.h: Fixed a bug where the supplied options and default
weren't actually used.
-emu/debug/debugcmd.cpp: Use C++ file stream for dumping address maps.
-frontend/mame/clifront.cpp: Use osd_printf_info output for
interactive verbs.
-jaleco/ms32.cpp: Simplified mahjong panel column permutation.
-capcom/cps1bl_5205.cpp, mattel/juicebox.cpp, sun/sun2.cpp,
sun/sun3.cpp: Cleaned up logging.
-emu/xtal.cpp: Reduced temporary objects and duplicated code.
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sound: don't send sound to osd if mute reason is ui related
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ui/filemngr.cpp, ui/prscntrl.cpp: Fixed some cosmetic issues.
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network interfaces (GitHub #14959).
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hooks for vector devices. (#14991)
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- screen.cpp: Added a callback mechanism to expose vector drawing to the LUA interface, allowing external hardware devices to interface with MAME's vector rendering code. [Dave Plummer]
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confswitch: add message if menu is empty
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screens, avoid host CPU/GPU resource spiking [Angelo Salese, hap]
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* uismall.bdf: Added nine extended Latin and IPA characters, added
CC0-1.0 license comment.
* ui/submenu.cpp: Made hide_romless text clearer.
* README.md, docs: Updated/removed dead links.
* Lots of ATTR_COLD and some code cleanup.
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This reverts commit 19ae7a99fc00b54809781f0171ec1c18d1e05e41.
The basic premise of the PR is wrong, and what it supposedly "fixes"
works fine without the change.
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LUA only has a `number` type, and as such currently the handler for options of type `int` is going to intercept floating point numbers, even if they can't be cast to integers. This can be reproduced with the following command:
```
manager.options.entries['beam_dot_size']:value(2.5)
```
With this change, there is a single handler for LUA type `number` that takes a `float` and can set integer options provided that the `float` can be represented as an `int` losslessly.
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and comments into new "required_ram" and "required_os" info
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`entry:default_value()` was always returning string. A consequence of this problem is that the following LUA commands would error
```
manager.options.entries['beam_dot_size']:value(manager.options.entries['beam_dot_size']:default_value())
manager.options.entries['frameskip']:value(manager.options.entries['frameskip']:default_value())
```
With this change, `default_value()` will return objects of the correct type
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Clear to set default.
Note that setting the default just sets the option to its default value
at "command line" priority - the options system doesn't support peeling
off a layer.
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* Moved float/integer conversions into the option entries themselves.
* Fixed another bug where float values would be converted to strings
with the global local, but converted from strings using the "classic"
locale.
* frontend/mame/luaengine.cpp: Got rid of duplicated numeric options
conversion code.
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* Use "classic" locale for numeric conversions.
* Don't use capturing lambdas.
* Put integer overload of value() before float overload.
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k28o.xml: update notes,
snread.xml: correct company for newer modules
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compilers.
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-emu/inputdev.cpp, emu/emuopts.cpp: Removed core off-screen reload hack
now that the same thing can be achieved more flexibly with plugins.
-ui/pluginopt.cpp: Changed the "previos menu" item text to make what it
does more obvious.
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* Added `tag` attribute to Info XML `<device_ref>` elements
* Added entry in DTD for `<device_ref tag="...">`
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method instead of property. (#14626)
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Also cleaned up a bunch of code.
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adjustments from scripts.
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has not been enabled in any driver for years. (#14200)
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There are multiple issues with this flag:
* It's poorly defined. Is it an input that's software-accessible but
not used? Is it an input that shows in test modes but doesn't do
anything useful? Is it an input that the system can be configured to
not use? Is it an input that is useful but not strictly necessary?
* In almost a decade, it hasn’t been used widely. It was used in less
than ten places. There hasn't been substantial interest in actually
applying it across the codebase.
* It would be an absolute nightmare to try and apply to mahjong and
hanafuda games. Consider all the cases where a game may use some but
not all of the double-up game controls, and some games support
multiple control schemes that use different subsets of the standard
mahjong matrix.
* Trying to apply it to gambling systems would also be a minefield.
* If we were to expect it to be applied, it would cause an eplosion in
input port definitions for platforms with multiple games, adding
further maintenance burden. It would greatly reduce the value of
having things like the standard mahjong panel definitions as you'd
rarely actually be able to use them as-is.
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