| Commit message (Collapse) | Author | Age | Files | Lines |
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* Correctly apply -keepaspect with -unevenstretchx/y. Initialize window at the correct size when -intscalex/y is used.
* Get correct window size upon maximizing/minimizing with integer scaling.
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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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-osd/modules/osdwindow.cpp: Clean up window title formatting.
* Show data type model in window title.
* Moved window title formatting to a single place.
-tools/chdman.cpp: Removed some unnecessary .c_str() calls.
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The things that were previously called device iterators are not
iterators in the C++ sense of the word. This is confusing for
newcomers. These have been renamed to be device enumerators.
Several Lua methods and properties that previously returned tables now
return lightweight wrappers for the underlying objects. This means
creating them is a lot faster, but you can't modify them, and the
performance characteristics of different operations varies.
The render manager's target list uses 1-based indexing to be more like
idiomatic Lua.
It's now possible to create a device enumerator on any device, and then
get subdevices (or sibling devices) using a relative tag.
Much more render/layout functionality has been exposed to Lua. Layout
scripts now have access to the layout file and can directly set the
state of an item with no bindings, or register callbacks to obtain
state. Some things that were previously methods are now read-only
properties.
Layout files are no longer required to supply a "name". This was
problematic because the same layout file could be loaded for multiple
instances of the same device, and each instance of the layout file
should use the correct inputs (and in the future outputs) for the device
instance it's associated with.
This should also fix video output with MSVC builds by avoiding delegates
that return things that don't fit in a register.
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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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One folder less in the top-level.
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* Remove up to one frame of input latency. Makes MAME virtually lagless on VRR monitors.
* Use empty parentheses and clean interface member calls
* Add new option -instant_blit to make this feature optional
* Rename new option to -lowlatency, -ll
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(nw) This has been a long time coming but it's here at last. It should
be easier now that logerror, popmessage and osd_printf_* behave like
string_format and stream_format. Remember the differences from printf:
* Any object with a stream out operator works with %s
* %d, %i, %o, %x, %X, etc. work out the size by magic
* No sign extending promotion to int for short/char
* No widening/narrowing conversions for characters/strings
* Same rules on all platforms, insulated from C runtime library
* No format warnings from compiler
* Assert in debug builds if number of arguments doesn't match format
(nw) Also removed a pile of redundant c_str and string_format, and some
workarounds for not being able to portably format 64-bit integers or
long long.
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existing window (#5381)
* Creating an -attach_window command line parameter on Windows to attach
to an existing window
* Moved -attach_window option to Windows-specific code
* Created an osd_set_aggressive_input_focus() function and exposed to LUA
* Created a dummy implementation of osd_set_aggressive_input_focus() for
SDL
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This allows a true headless run when the environment variable SDL_VIDEODRIVER=dummy is set prior to mame/mess execution.
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managers on linux [O. Galibert]
Breakage was in 8338e0d7a490c8d33f924b55582223e70015c195 (march 2015),
and yes, fullscreen didn't work correctly for me since then. Shows
how much I use it, I guess. FWTW my window manage is the venerable
fvwm2. CourierSud, if you happen to remember why you changed that (in
the middle of a lot of other changes), let me know, and we'll see how
to make it work for everybody.
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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.
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* Change window handle storage to template instead of void* (nw)
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Ostermeyer]
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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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Fixes #1232
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to inline functions (nw)
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* move menu classes into ::ui namesapce
* reduce scope of many symbols
(first step in making UI code less rage-inducing so I can fix text input)
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- Completely move mouse hit testing down into the UI input module. This reduces some dependencies.
- Never return a null pointer from ioport_field::name() to prevent potential crashes. All anonymous inputs are classified as INPUT_CLASS_INTERNAL, so several frontend functions now check type_class instead.
- Correct a couple of typos.
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This reverts commit 5e831f6506ee06f8c30cb113551ee0fec53804db.
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