| 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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input_common.h: Got rid of the DirectInput key code macros. DirectInput
headers are always available on Windows - it's just an opportunity for
bygs.
input_common.cpp: Added default names for keys mapped to MAME's "other
switch" type.
input_rawinput.cpp: Simulate Pause key being held for 30ms, similarly to
what's done for Caps Lock on macOS with SDL. Also added a gross hack to
give "correct" names for Pause and Num Lock.
input_sdl.cpp: Get default key names from SDL. Not really that useful
as it isn't aware of the current keyboard layout. Key map files are
still needed for anything other than a US ANSI layout.
Also added some comments.
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fullscreen on Windows with multiple output screens/windows.
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Don't ignore the return status of OSD module initialisation. Attempt to
fall back to an alternate module if the selected module fails to
initialise. Log more useful diagnostic information at verbose level.
Fixed BGFX crash on exit after toggling fullscreen. Also persist more
settings than just the selected chains across toggling fullscreen.
Turned video modules into OSD modules in the same sense as all the other
OSD modules. They now use the same selection/fallback mechanism as all
the other modules without special extra code in the OSD implementations.
Untangled some object ownership mess. Windows own renderers, OSD
objects own windows. Fixed a refrence loop that caused the first window
object to always leak.
Don't create renderer object until after underlying window has been
created. Fixed issues with order of creation/destruction when toggling
fullscreen or changing prescale in fullscreen with -switchres in SDL
builds.
Use more smart pointers in BGFX and Direct3D render modules. Most of
the code now reutrns a smart pointer when handing over ownership or a
naked pointer when retaining ownership. Fixed a few leaks and
simplified cleanup code.
Encapsulated various OSD modules better.
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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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(#10692)
osd/windows/window.cpp: Check for a non-null renderer before issuing a draw request to the renderer. [Ryan Holtz]
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* -bgfx: Improved stability when encountering missing files, and improved multi-window stability. [Ryan Holtz]
* -osd: Added video-init fallback functionality to other OSDs. [Ryan Holtz]
* -bgfx: Fixed issues from the previous batch of changes. [Ryan Holtz]
* -osdwindow: Remove no-longer-needed addition of post_create(). [Ryan Holtz]
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This reverts commit f5b75b74393646d1dc082ec807279451dc481854.
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* -bgfx: Improved stability when encountering missing files, and improved multi-window stability. [Ryan Holtz]
* -osd: Added video-init fallback functionality to other OSDs. [Ryan Holtz]
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different stretching cases. (#9140)
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Fixes aspect related issues, undesired overscan, etc. (GitHub #8209, GitHub #8387, MT08110)
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-osd/windows: Handle WM_UNICHAR.
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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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* 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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* Updated sol2 to 3.2.2
* Updated pugixml to 1.10
* Increased minimum clang version to 6
* Cleaned up some stuff that can use new features
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* osd/windows: Use steady clock for timing double-clicks.
* emu/uiinput.cpp: Made the event type a scoped enum.
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area (MT07745).
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The previous behaviour was unintuitive - parsing an XML file and writing
it out immediately would produce invalid XML if the file contained any
characters that needed escaping. It makes far more sense to escape on
writing rather than expecting the user to escape input.
-Add preliminary support for visibility toggles to artwork system.
This allows the user to show/hide related elements in a view, with
nesting. The view can specify whether elements are shown or hidden by
default. Settings are saved per host window/screen per view. There is
no way to set the initial visibility state on the command line. Legacy
"Space Invaders cabinet model" layers are mapped onto visibility
toggles.
This is not stable yet. In particular, the XML element/attribute names
have not been finalised. The new features have not been added to
complay.py to prevent them from being used before they're finalised.
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* fixed some modernize-redundant-void-arg clang-tidy warnings (nw)
* fixed some modernize-use-bool-literals clang-tidy warnings (nw)
* fixed some modernize-use-emplace clang-tidy warnings (nw)
* fixed some performance-move-const-arg clang-tidy warnings (nw)
* fixed some readability-redundant-control-flow clang-tidy warnings (nw)
* fixed some readability-redundant-string-cstr clang-tidy warnings (nw)
* fixed some performance-unnecessary-value-param clang-tidy warnings (nw)
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* fixed some bugprone-throw-keyword-missing clang-tidy warnings (nw)
* fixed some modernize-use-nullptr clang-tidy warnings (nw)
* fixed some readability-delete-null-pointer clang-tidy warnings (nw)
* fixed some performance-faster-string-find clang-tidy warnings (nw)
* fixed some performance-for-range-copy clang-tidy warnings (nw)
* fixed some readability-redundant-string-cstr clang-tidy warnings (nw)
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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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Changed winwindow_has_focus() to return bool
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Changing win_window_info::draw_video_contents()'s update parameter to be bool
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bool
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This effectively reverts b380514764cf857469bae61c11143a19f79a74c5 and
c24473ddff715ecec2e258a6eb38960cf8c8e98e, restoring the state at
598cd5227223c3b04ca31f0dbc1981256d9ea3ff.
Before pushing, please check that what you're about to push is sane.
Check your local commit log and ensure there isn't anything out-of-place
before pushing to mainline. When things like this happen, it wastes
everyone's time. I really don't need this in a week when real work™ is
busting my balls and I'm behind where I want to be with preparing for
MAME release.
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This reverts commit c24473ddff715ecec2e258a6eb38960cf8c8e98e, reversing
changes made to 009cba4fb8102102168ef32870892438327f3705.
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testkeys:
* Clean up and modernise code
* Use std::endl to end lines for its implicit flush
* Centre window (less likely to hide behind taskbar, etc.)
osdwin:
* Ensure new windows are positioned within the work area of a monitor
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UI is still glitchy. [Ryan Holtz]
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