| Commit message (Collapse) | Author | Age | Files | Lines |
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This will compile, link, and run a driver all the way to the first info screen, provided you use -video bgfx.
However, although there's a valid NSWindow created, it never actually appears on screen for unknown (but likely silly) reasons.
Inputs are not implemented and fullscreen exists but is untried.
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* Changed osd_get_clipboard_text() to return std::string
This change has only been tested on Windows. The Un*x/Mac versions were
made blindly; they might not even build. This needs to be checked prior
to merging.
* Fixing Mac OS X build (hopefully)
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* gdbstub: small cleanup and clarification
Old GDBs expected the regnum values for some registers to be hardcoded.
This is no longer the case with GDB clients that support target.xml.
We expect the GDB client to support target.xml (and won't support the
'g', 'G', 'p', and 'P' commands unless it is sent).
* gdbstub: add mips (tested with indy_4610)
* gdbstub: add m68k (tested with macii)
* gdbstub: add support for executing MAME debugger commands from the GDB client
It's now possible to send MAME debugger commands, such as "cheatinit",
"snap", etc...
Try not to use "bpset" and such commands, they may confuse the GDB
client. Also don't use commands such as "step" and "go", they will
definitely confuse the GDB client.
* gdbstub: fatalerror() when socket can't be opened
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I'm assuming atronic.cpp was supposed to be Windows-1252 with Euro currency symbol encoding. Everyone please use UTF-8 for source files.
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These unused parameters don't cause any warnings, so I suggest they shouldn't be commented; make the implementations match their declarations.
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z80 was tested with pacman and m6502 was tested with apple2e.
Side-effects must be disabled before reading memory, otherwise apple2e
starts failing after the first read to 0xc080.
Since GDB doesn't support those processors, I made up the features name
with "mame.<cpuname>". I also had to choose the registers to export in
the target.xml file, and since I don't have any experience with these
processors I don't know if I made the best choice.
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* gdbstub: added new GDB stub debugger
This debugger can be used to connect to an external debugger that
communicates using the GDB Remote Serial Protocol, such as GDB itself
or many other GDB frontends.
Currently i386 (ct486), arm7 (gba), and ppc (pmac6100) are supported.
* gdbstub: enable GDB stub debugger in mac and windows builds
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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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converted SCC68070 to use logmacro. [Ryan Holtz]
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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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- Needed to keep audio in sync when playing rhythm game machines such
as konami system 573. This is because the lowest audio_latency currently
supported (audio_latency 1) introduces at least 10 ms of variable latency.
I am unsure how to go about this without breaking backward compatibility
so I set it to work only when audio_latency is 0 (which was previously ignored
by mame itself and was treated equivalent to audio_latency 1). I am aware
that setting audio_latency to 0 is not supported by many mame frontends,
but this change seems natural. Otherwise, would it be better to add
a new mame.ini option, or to automatically enable this low-latency mode
when pa_latency is set lower than, say, 0.01 (10ms), which would
break people's configurations if they already rely on the old behavior?
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clear the log.
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Belmont]
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Linux X11 Input: Fix multiple lightgun support
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On X11 Linux, every lightgun event was passed onto every lightgun
device within MAME. This obviously works for 1 gun, but with 2, it
causes both crosshairs to move in the same direction at the same
time.
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disassembly and memory viewers
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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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We do not seem to have shader compilation in our automated testing, that could be a problem...
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This one was triggered by batman.
Test case:
mame64 -nothrottle batman
Before: Average speed: 312.11% (20 seconds)
After: Average speed: 327.43% (19 seconds)
Signed-off-by: Andreas Müller <schnitzeltony@gmail.com>
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[Golden Child] (#4705)
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Linux X11 Input: Fix lightgun support
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SDL/X11 number mouse/lighgun buttons 1,2,3, while windows and other parts of
MAME like offscreen_reload expect 0,2,1. Transpose buttons 2 and 3, and then
-1 the button number to align the numbering schemes.
This fixes lightgun support on Linux - tested with an Ultimarc AimTrak and
the following config:
lightgun 1
lightgun_device lightgun
lightgunprovider x11
lightgun_index1 "Ultimarc Ultimarc"
offscreen_reload 1
Note: MAME must be compiled with XInput support:
make -j10 NO_USE_XINPUT=0
Fixes bug #4695
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[Golden Child]
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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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superflous semicolons, etc. and also fix a known broken build script change
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Signed-off-by: Andreas Müller <schnitzeltony@gmail.com>
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Keymaps must have been broken for ages:
- It is now possible to map every scancode SDL2 defines.
- Removed keycode field. This was a leftover from SDL1.x
- Fixed bug preventing keymaps from working.
- Fixed the DE keymap.
- Converted other keymaps to new format and added a
comment that they have to be reviewed and fixed.
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