| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
| |
disassembly and memory viewers
|
|
|
|
| |
This fixes the OS X build.
|
| |
|
| |
|
| |
|
|
|
|
| |
* Save/restore a little more of Cocoa debugger state
|
|
|
|
|
|
| |
* Fix some Cocoa debugger desync issues
- Scroll to selection on gaining focus by keyboard (e.g. tab) only
- Fixes jump on clicking a memory or disasm view that you've scrolled
|
|
|
|
| |
compatible with Qt debugger where possible
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
| |
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
|
| |
|
| |
|
|
|
|
| |
to inline functions (nw)
|
|
|
|
|
|
|
|
| |
* Eliminate globals/file statics
* Remove lots of stuff from global scope
* Use std::function for custom command registration
* Eliminate some trampolines
* Build fixes from Vas Crabb and balr0g
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
C++11 range-based for loops can now iterate over simple_list, tagged_list, core_options, device_t::subdevice_list, device_t::interface_list, render_primitive_list and all subclasses of the above, and much code has been refactored to use them. Most core classes that have these lists as members now have methods that return the lists themselves, replacing most of the methods that returned the object at an owned list's head. (A few have been retained due to their use in drivers or OSD.)
device_t now manages subdevice and interface lists through subclasses, but has given up the work of adding and removing subdevices to machine_config.
memory_manager has its tagged lists exposed, though the old rooted tag lookup methods have been removed (they were privatized already).
|
|
|
|
|
|
|
|
| |
Add common debugger commands to global menu bar [Vas Crabb]
Also fix occasional crash in Copy Visible
Note that copy visible, paste, toggle breakpoint, and view options still require you to use context menus in windows
Debug/Run menus only work when a debugger window has focus, so Break is less useful than it could be
Hope this is at least a slight improvement for you, ArBee
|
| |
|
|
|
|
|
|
|
| |
SHA-1: 1f90ceab075c4869298e963bf0a14a0aac2f1caa
* tags are now strings (nw)
fix start project for custom builds in Visual Studio (nw)
|
|
|
|
| |
This reverts commit 8144b878ab0ba1fa2b7b9e5e00c614a9a7e58eb6.
|
| |
|
| |
|
|
|
|
| |
fix start project for custom builds in Visual Studio (nw)
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
| |
"byte per chunk" is sostituted by "data format"
data formats lesser than 9 work as before, data format 9 is 32 but floating point
in the debug_view_memory class method bytes_per_chunk is substituted by get_data_format, set_bytes_per_chunk is substituted by set_data_format
floating point values cannot be edited
currently floating point values are available only in the windows debugger, next commit will add them to the qt debugger, osx i won't be able to do it
afterwards 64 and 80 bit formats will be added
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
Not perfect yet - text fields and popup menus aren't sized to fit
|
| |
|