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* there are reasons for things being the way they were (nw) Vas Crabb2020-01-311-0/+9
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* fixed some modernize-use-auto clang-tidy warnings (nw) (#6238) Oliver Stöneberg2020-01-301-1/+1
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* fixed some modernize-use-equals-default clang-tidy warnings (nw) (#6237) Oliver Stöneberg2020-01-301-9/+0
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* Merge pull request #6195 from firewave/includes R. Belmont2020-01-221-3/+3
|\ | | | | use C++ library includes (nw)
| * use C++ library includes (nw) firewave2020-01-221-3/+3
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* | fixed some clang-tidy warnings (nw) (#6197) Oliver Stöneberg2020-01-221-1/+1
|/ | | | | | | | | | | | | | * 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)
* Make osd_printf_* use util/strformat semantics. Vas Crabb2019-09-261-6/+5
| | | | | | | | | | | | | | | | | (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.
* Creating an -attach_window command line parameter on Windows to attach to an ↵ npwoods2019-08-041-0/+1
| | | | | | | | | | | | | | 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
* Changed a number of comment declarations to read *.cpp instead of *.c npwoods2019-06-161-1/+1
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* (nw) Clean up the mess on master Vas Crabb2019-03-261-18/+15
| | | | | | | | | | | | | 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.
* Revert "conflict resolution (nw)" andreasnaive2019-03-251-15/+18
| | | | | This reverts commit c24473ddff715ecec2e258a6eb38960cf8c8e98e, reversing changes made to 009cba4fb8102102168ef32870892438327f3705.
* osd/windows: Send logerror to stderr if no debugger is attached and -oslog ↵ Vas Crabb2019-01-131-18/+15
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* clean up and improve option descriptions Vas Crabb2018-12-131-35/+35
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* HLSL Color Transforms and 3D LUT (#4043) Westley M. Martinez2018-10-071-1/+10
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Remove broken scanline uniform from post_pass * Add 3D LUT to HLSL * Allow individual LUTs for screen and UI * WIP: Port 3D LUT to BGFX * Finish porting LUT to BGFX * Add individual phosphor color conversion for HLSL new file: hlsl/chroma.fx Shader for converting xyY3 to sRGB modified: hlsl/phosphor.fx Minor changes to emphasize idea that phosphors are color agnostic modified: hlsl/post.fx Conversion from signal RGB to xyY3 modified: src/osd/modules/render/d3d/d3dhlsl.cpp modified: src/osd/modules/render/d3d/d3dhlsl.h modified: src/osd/windows/winmain.cpp modified: src/osd/windows/winmain.h * Add phosphor examples and update presets * Port phosphor color shaders to BGFX * Fix missing newlines at EOF
* Fixed an options overhaul regression (#2530) npwoods2017-10-061-0/+11
| | | | | | | | | | | | This crash (discovered by Wizz) had the following symptoms: 1. Start MAME 2. Choose "Configure Machine" 3. Choose "Video Options" CRASH This was the result of the options editor not having a fully formed list of options where it was expecting one. The fix is to change the declaration of emu_options to one that have full OSD options (it is possible that SDLMAME needs something slightly different) I created a osd_setup_osd_specific_emu_options(emu_options &) function that given an emu_options, will slap on system specific options. I see this as only marginally less gross, and I have zero opinion on whether this should be changed to return an emu_options (rather than have a reference parameter), be a static method on emu_options, or what have you.
* Attempted to sanitize/rationalize how we access UTF-8 command line arguments ↵ npwoods2017-09-181-2/+4
| | | | | | | | | | | (#2532) Specifically, this creates a call osd_get_command_line() that returns UTF-8 command line arguments as std::vector<std::string>. On non-Windows platforms, this does nothing more than build the vector. On Windows, this invokes GetCommandLineW() and CommandLineToArgvW(). This also attempts to unwind usage of wmain()/_tmain() on Windows, which is not standard. Related to this, this fixes a bug in Imgtool; specifically, non-7 bit ASCII was not being handled correctly in Windows. This is really an admission that the way that Windows handles Unicode and command line arguments sucks, and it is my belief that having a wmain() or _tmain() declaration specific for Windows is a worse solution. C'est la vie. I'm very open to the idea that src/osd/osdcore.[cpp|h] is not the best place to do this. Let me know if I should move it.
* Overhaul to how MAME handles options, take two (#2341) npwoods2017-06-251-9/+6
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* Revert "Overhaul to how MAME handles options (#2260)" Vas Crabb2017-05-071-6/+9
| | | | | | | | | | | | This reverts commit 536990e77b49ccc50ef275bfbf1018cc29c16154. Conflicts: src/frontend/mame/mame.cpp Sorry, but this change was half-baked. It breaks a lot of existing functionality and clearly hasn't been tested in more than a tiny subset of use cases. Please play this work back onto your own branch, and test it before submitting another PR.
* Overhaul to how MAME handles options (#2260) npwoods2017-05-051-9/+6
| | | | | | | | | | | | This is an overhaul to how MAME handles options to provide a better foundation for what MAME is already doing in practice. Previously, core_options was designed to provide an input/output facility for reading options from the command line and INI files. However, the current needs (image/slot/get_default_card_software calculus and MewUI) go way beyond that. Broadly, this PR makes the following changes: * core_options now has an extensibility mechanism, so one can register options that behave dramatically differently * With that foundation, emu_options now encapsulates all of the funky image/slot/get_default_card_software calculus that were previously handled by static methods in mameopts.cpp. Changes to emu_options should not automatically cascade in such a way so that it stays in a consistent state * emu_options no longer provides direct access to the slot_options/image_options maps; there are simpler API functions that control these capabilities * Many core_options functions that expose internal data structures (e.g. - priority) that were only really needed because of previous (now obsolete) techniques have been removed. * core_options is now exception based (rather than dumping text to an std::string). The burden is on the caller to catch these, and discern between warnings and errors as needed. Obviously this is a risky change; that's why this is being submitted at the start of the dev cycle.
* Merge pull request #2252 from npwoods/remove_duplicate_option R. Belmont2017-04-251-1/+1
|\ | | | | Removed redundant ";global_inputs"
| * Removed redundant ";global_inputs" Nathan Woods2017-04-231-1/+1
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* | Disambiguated the WINOPTION_YIQ_PHASE_COUNT option Nathan Woods2017-04-241-1/+1
|/ | | | "yiqp" was used for WINOPTION_YIQ_PVALUE and WINOPTION_YIQ_PHASE_COUNT
* Fixed an issue where device options (e.g. -cart) were reported as unknown ↵ Nathan Woods2017-02-221-3/+3
| | | | | | | | when they actually worked This change also changes around how command line arguments are passed around; specifically I changed argc/argv to be std::vector<std::string> Note this is not passed around 'const', the reason being that the command line processing will now "eat" the vector
* Revert "New phosphor persistence shaders for HLSL" R. Belmont2017-01-051-5/+1
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* Correct LCD ghosting INI and slider defaults. Westley M. Martinez2017-01-031-1/+1
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* Add LCD ghosting shader for Direct3D Westley M. Martinez2017-01-021-2/+3
| | | | | | | | | | | | | | | | | hlsl/ghosting.fx: Add LCD ghosting shader hlsl/phosphor.fx: Remove LCD logic ini/presets/gameboy.ini, ini/presets/gba.ini, ini/presets/lcd-matrix.ini, ini/presets/lcd.ini, ini/presets/raster.ini, ini/presets/vector.ini: Update presets src/osd/modules/render/d3d/d3dhlsl.cpp, src/osd/modules/render/d3d/d3dhlsl.h: Add LCD shader and sliders. Allow sliders to be adjusted for R, G, and B components. src/osd/windows/winmain.cpp, src/osd/windows/winmain.h: Add LCD ghosting options.# Please enter the commit message for your changes. Lines starting
* Scale and phosphor persistence sliders. Westley M. Martinez2016-12-301-3/+2
| | | | | | | | | | hlsl/phosphor.fx: Scale parameter into tau or gamma. src/osd/modules/render/d3d/d3dhlsl.cpp: src/osd/modules/render/d3d/d3dhlsl.h: src/osd/windows/winmain.cpp: src/osd/windows/winmain.h: Combine tau and beta sliders into one slider labeled 'Time Constant'.
* Implement LCD persistence shader. Westley M. Martinez2016-12-291-0/+1
| | | | | | | | | | | | | | | | hlsl/phosphor.fx: Do LCD persistence effect using boolean LCD. LCD persistence is monochrome and thus does not have separate components like phosphor persistence. src/osd/modules/render/d3d/d3dhlsl.cpp: Add slider for LCD games. src/osd/modules/render/d3d/d3dhlsl.h: (BP) Add options for LCD games. src/osd/windows/winmain.cpp: (BP) Add options for LCD games. src/osd/windows/winmain.h: (BP) Add options for LCD games.
* Implement new phosphor shader. Westley M. Martinez2016-12-291-1/+4
| | | | | | | | | | | | | | | | | hlsl/phosphor.fx: Make changes to the pixel shader. New uniforms: Mode, Tau, Beta, Gamma. Remove Phosphor. Mode selects the mode for phosphor simulation: off (no decay), exponential, inverse power. Tau is the time constant for exp. decay. Beta and Gamma are constants for inv-pow. src/osd/modules/render/d3d/d3dhlsl.cpp: Provide uniforms and add sliders for new options. src/osd/modules/render/d3d/d3dhlsl.h: (BP) Provide new options. src/osd/windows/winmain.cpp: (BP) Provide new options. src/osd/windows/winmain.h: (BP) Provide new options.
* Move special windows.h include directives to build defines (nw) Brad Hughes2016-12-281-1/+0
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* srcclean (nw) Vas Crabb2016-11-271-2/+2
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* Change window handle storage to template instead of void* (nw) (#1725) Brad Hughes2016-11-171-2/+2
| | | | * Change window handle storage to template instead of void* (nw)
* UWP: Output verbose to debug plus turn off view scaling (nw) Brad Hughes2016-11-141-1/+13
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* added OPTION_HOMEPATH to point to read/write folder,for now used by LUA ↵ Miodrag Milanovic2016-11-121-0/+1
| | | | | | scripts (nw) Copied all needed files so plugins could be started under UWP
* UWP, added support to store files on Local storage (nw) Miodrag Milanovic2016-11-121-0/+16
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* Small cleanup (nw) Miodrag Milanovic2016-11-111-1/+1
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* UWP builds again but by no means working (nw) Brad Hughes2016-11-101-4/+14
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* Bulk renaming of Windows string conversion functions Nathan Woods2016-10-031-2/+2
| | | | | utf8_from_[a|w|t]string ==> osd::text::from_[a|w|t]string [a|w|t]string_from_utf8 ==> osd::text::to_[a|w|t]string
* Convert OSD monitor info to modules plus add DXGI implementation Brad Hughes2016-09-141-0/+1
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* Make behaviour slightly friendlier with hlsl_write option (nw) Vas Crabb2016-07-071-1/+1
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* Patch up d3dhlsl as well (nw) Vas Crabb2016-07-071-0/+1
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* Remove bgfx_avi_name and hlsl_write options Giuseppe Gorgoglione2016-07-041-1/+0
| | | | | | Now the filenames for movies recorded by HLSL and BGFX renderers are automatically generated just like the ones for movies and snapshots recorded by the video core. They are generated according to the "snapname" template (eg. by default <snap_folder>/<device_name>/<numeric_index.avi>, so you can revert to the old behavior (why?) just setting "snapname bgfx.avi" or "snapname hlsl.avi". The main advantage is that now you can record as many movies as you want during a single gaming session without much hassle (previously you had to move or rename the old movie file by hand before recording a new one).
* Direct3D HLSL: use aviwrite to record avi movies Giuseppe Gorgoglione2016-07-041-1/+1
| | | | | | | | Use common infrastructure in aviwrite.c instead of equivalent local code. In addition: - the target textures used by the HLSL movie recorder are now allocated only when recording is ongoing - removed shaders->begin_frame() and shaders->end_frame() hooks from the main Direct3D rendering loop - set default HLSL movie name to hlsl.avi to match bgfx.avi setting
* Move window_list to osd_common_t Brad Hughes2016-06-111-3/+3
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* Unify window_list in Windows and SDL OSD Brad Hughes2016-06-101-4/+4
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* Major refactoring of debugger core [Ryan Holtz] therealmogminer@gmail.com2016-06-081-2/+8
| | | | | | | | * 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
* Fixed video mode opengl duplicated in SDL build. (nw) dankan18902016-06-071-0/+3
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* Procedural texture for vectors in HLSL ImJezze2016-06-051-0/+1
| | | | | | * added simple procedural texture for vectors with rounded line ends and beam smoothness * added optional -vector_beam_smooth option * removed -antialias option, antialiasing is now always applied, except for plain D3D
* Normalized vector attenuation settings ImJezze2016-05-221-11/+11
| | | | | | - vector_length_ratio is now independent from screen size - changed vector_length_ratio range from [0.0, 1000.0] to [0.0, 1.0] - updated display name and description of vector_length_scale vector_length_ratio
* Cleanups and version bumpmame0173 Miodrag Milanovic2016-04-271-3/+3
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