/*************************************************************************** machine.c Controls execution of the core MAME system. **************************************************************************** Copyright Aaron Giles All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name 'MAME' nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY AARON GILES ''AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL AARON GILES BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **************************************************************************** Since there has been confusion in the past over the order of initialization and other such things, here it is, all spelled out as of January, 2008: main() - does platform-specific init - calls mame_execute() [mame.c] mame_execute() [mame.c] - calls mame_validitychecks() [validity.c] to perform validity checks on all compiled drivers - begins resource tracking (level 1) - calls create_machine [mame.c] to initialize the running_machine structure - calls init_machine() [mame.c] init_machine() [mame.c] - calls fileio_init() [fileio.c] to initialize file I/O info - calls config_init() [config.c] to initialize configuration system - calls input_init() [input.c] to initialize the input system - calls output_init() [output.c] to initialize the output system - calls state_init() [state.c] to initialize save state system - calls state_save_allow_registration() [state.c] to allow registrations - calls palette_init() [palette.c] to initialize palette system - calls render_init() [render.c] to initialize the rendering system - calls ui_init() [ui.c] to initialize the user interface - calls generic_machine_init() [machine/generic.c] to initialize generic machine structures - calls generic_video_init() [video/generic.c] to initialize generic video structures - calls generic_sound_init() [audio/generic.c] to initialize generic sound structures - calls timer_init() [timer.c] to reset the timer system - calls osd_init() [osdepend.h] to do platform-specific initialization - calls input_port_init() [inptport.c] to set up the input ports - calls rom_init() [romload.c] to load the game's ROMs - calls memory_init() [memory.c] to process the game's memory maps - calls watchdog_init() [watchdog.c] to initialize the watchdog system - calls the driver's DRIVER_INIT callback - calls device_list_start() [devintrf.c] to start any devices - calls video_init() [video.c] to start the video system - calls tilemap_init() [tilemap.c] to start the tilemap system - calls crosshair_init() [crsshair.c] to configure the crosshairs - calls sound_init() [sound.c] to start the audio system - calls debugger_init() [debugger.c] to set up the debugger - calls the driver's MACHINE_START, SOUND_START, and VIDEO_START callbacks - calls cheat_init() [cheat.c] to initialize the cheat system - calls image_init() [image.c] to initialize the image system - calls config_load_settings() [config.c] to load the configuration file - calls nvram_load [machine/generic.c] to load NVRAM - calls ui_display_startup_screens() [ui.c] to display the the startup screens - begins resource tracking (level 2) - calls soft_reset() [mame.c] to reset all systems -------------------( at this point, we're up and running )---------------------- - calls scheduler->timeslice() [schedule.c] over and over until we exit - ends resource tracking (level 2), freeing all auto_mallocs and timers - calls the nvram_save() [machine/generic.c] to save NVRAM - calls config_save_settings() [config.c] to save the game's configuration - calls all registered exit routines [mame.c] - ends resource tracking (level 1), freeing all auto_mallocs and timers - exits the program ***************************************************************************/ #include "emu.h" #include "emuopts.h" #include "osdepend.h" #include "config.h" #include "debugger.h" #include "image.h" #include "profiler.h" #include "render.h" #include "cheat.h" #include "ui.h" #include "uimenu.h" #include "uiinput.h" #include "crsshair.h" #include "validity.h" #include "debug/debugcon.h" #include //************************************************************************** // GLOBAL VARIABLES //************************************************************************** // a giant string buffer for temporary strings static char giant_string_buffer[65536] = { 0 }; //************************************************************************** // RUNNING MACHINE //************************************************************************** //------------------------------------------------- // running_machine - constructor //------------------------------------------------- running_machine::running_machine(const machine_config &_config, osd_interface &osd, core_options &options, bool exit_to_game_select) : m_regionlist(m_respool), m_devicelist(m_respool), config(&_config), m_config(_config), firstcpu(NULL), gamedrv(&_config.gamedrv()), m_game(_config.gamedrv()), primary_screen(NULL), palette(NULL), pens(NULL), colortable(NULL), shadow_table(NULL), priority_bitmap(NULL), sample_rate(options_get_int(&options, OPTION_SAMPLERATE)), debug_flags(0), ui_active(false), state_data(NULL), memory_data(NULL), palette_data(NULL), tilemap_data(NULL), romload_data(NULL), input_data(NULL), input_port_data(NULL), ui_input_data(NULL), debugcpu_data(NULL), generic_machine_data(NULL), generic_video_data(NULL), generic_audio_data(NULL), m_logerror_list(NULL), m_scheduler(*this), m_options(options), m_osd(osd), m_basename(_config.gamedrv().name), m_current_phase(MACHINE_PHASE_PREINIT), m_paused(false), m_hard_reset_pending(false), m_exit_pending(false), m_exit_to_game_select(exit_to_game_select), m_new_driver_pending(NULL), m_soft_reset_timer(NULL), m_logfile(NULL), m_saveload_schedule(SLS_NONE), m_saveload_schedule_time(attotime::zero), m_saveload_searchpath(NULL), m_rand_seed(0x9d14abd7), m_driver_device(NULL), m_cheat(NULL), m_render(NULL), m_sound(NULL), m_video(NULL), m_debug_view(NULL) { memset(gfx, 0, sizeof(gfx)); memset(&generic, 0, sizeof(generic)); memset(m_notifier_list, 0, sizeof(m_notifier_list)); memset(&m_base_time, 0, sizeof(m_base_time)); // find the driver device config and tell it which game device_config *config = m_config.m_devicelist.find("root"); if (config == NULL) throw emu_fatalerror("Machine configuration missing driver_device"); // attach this machine to all the devices in the configuration m_devicelist.import_config_list(m_config.m_devicelist, *this); m_driver_device = device("root"); assert(m_driver_device != NULL); // find devices primary_screen = downcast(m_devicelist.first(SCREEN)); for (device_t *device = m_devicelist.first(); device != NULL; device = device->next()) if (dynamic_cast(device) != NULL) { firstcpu = downcast(device); break; } // fetch core options if (options_get_bool(&m_options, OPTION_DEBUG)) debug_flags = (DEBUG_FLAG_ENABLED | DEBUG_FLAG_CALL_HOOK) | (options_get_bool(&m_options, OPTION_DEBUG_INTERNAL) ? 0 : DEBUG_FLAG_OSD_ENABLED); } //------------------------------------------------- // ~running_machine - destructor //------------------------------------------------- running_machine::~running_machine() { } //------------------------------------------------- // describe_context - return a string describing // which device is currently executing and its // PC //------------------------------------------------- const char *running_machine::describe_context() { device_execute_interface *executing = m_scheduler.currently_executing(); if (executing != NULL) { cpu_device *cpu = downcast(&executing->device()); if (cpu != NULL) m_context.printf("'%s' (%s)", cpu->tag(), core_i64_hex_format(cpu->pc(), cpu->space(AS_PROGRAM)->logaddrchars())); else m_context.printf("'%s'", cpu->tag()); } else m_context.cpy("(no context)"); return m_context; } //------------------------------------------------- // start - initialize the emulated machine //------------------------------------------------- void running_machine::start() { // initialize basic can't-fail systems here fileio_init(this); config_init(this); input_init(this); output_init(this); state_init(this); state_save_allow_registration(this, true); palette_init(this); m_render = auto_alloc(this, render_manager(*this)); generic_machine_init(this); generic_sound_init(this); m_scheduler.register_for_save(); // allocate a soft_reset timer m_soft_reset_timer = m_scheduler.timer_alloc(MFUNC(timer_expired, running_machine, soft_reset), this); // init the osd layer m_osd.init(*this); // create the video manager m_video = auto_alloc(this, video_manager(*this)); ui_init(this); // initialize the base time (needed for doing record/playback) ::time(&m_base_time); // initialize the input system and input ports for the game // this must be done before memory_init in order to allow specifying // callbacks based on input port tags time_t newbase = input_port_init(this, m_game.ipt); if (newbase != 0) m_base_time = newbase; // intialize UI input ui_input_init(this); // initialize the streams engine before the sound devices start m_sound = auto_alloc(this, sound_manager(*this)); // first load ROMs, then populate memory, and finally initialize CPUs // these operations must proceed in this order rom_init(this); memory_init(this); watchdog_init(this); // must happen after memory_init because this relies on generic.spriteram generic_video_init(this); // allocate the gfx elements prior to device initialization gfx_init(this); // initialize natural keyboard support inputx_init(this); // initialize image devices image_init(this); tilemap_init(this); crosshair_init(this); // initialize the debugger if ((debug_flags & DEBUG_FLAG_ENABLED) != 0) debugger_init(this); // call the game driver's init function // this is where decryption is done and memory maps are altered // so this location in the init order is important ui_set_startup_text(this, "Initializing...", true); // start up the devices m_devicelist.start_all(); // if we're coming in with a savegame request, process it now const char *savegame = options_get_string(&m_options, OPTION_STATE); if (savegame[0] != 0) schedule_load(savegame); // if we're in autosave mode, schedule a load else if (options_get_bool(&m_options, OPTION_AUTOSAVE) && (m_game.flags & GAME_SUPPORTS_SAVE) != 0) schedule_load("auto"); // set up the cheat engine m_cheat = auto_alloc(this, cheat_manager(*this)); // disallow save state registrations starting here state_save_allow_registration(this, false); } //------------------------------------------------- // run - execute the machine //------------------------------------------------- int running_machine::run(bool firstrun) { int error = MAMERR_NONE; // use try/catch for deep error recovery try { // move to the init phase m_current_phase = MACHINE_PHASE_INIT; // if we have a logfile, set up the callback if (options_get_bool(&m_options, OPTION_LOG)) { file_error filerr = mame_fopen(SEARCHPATH_DEBUGLOG, "error.log", OPEN_FLAG_WRITE | OPEN_FLAG_CREATE | OPEN_FLAG_CREATE_PATHS, &m_logfile); assert_always(filerr == FILERR_NONE, "unable to open log file"); add_logerror_callback(logfile_callback); } // then finish setting up our local machine start(); // load the configuration settings and NVRAM bool settingsloaded = config_load_settings(this); nvram_load(this); sound().ui_mute(false); // display the startup screens ui_display_startup_screens(this, firstrun, !settingsloaded); // perform a soft reset -- this takes us to the running phase soft_reset(*this); // run the CPUs until a reset or exit m_hard_reset_pending = false; while ((!m_hard_reset_pending && !m_exit_pending) || m_saveload_schedule != SLS_NONE) { g_profiler.start(PROFILER_EXTRA); // execute CPUs if not paused if (!m_paused) m_scheduler.timeslice(); // otherwise, just pump video updates through else m_video->frame_update(); // handle save/load if (m_saveload_schedule != SLS_NONE) handle_saveload(); g_profiler.stop(); } // and out via the exit phase m_current_phase = MACHINE_PHASE_EXIT; // save the NVRAM and configuration sound().ui_mute(true); nvram_save(this); config_save_settings(this); } catch (emu_fatalerror &fatal) { mame_printf_error("%s\n", fatal.string()); error = MAMERR_FATALERROR; if (fatal.exitcode() != 0) error = fatal.exitcode(); } catch (emu_exception &) { mame_printf_error("Caught unhandled emulator exception\n"); error = MAMERR_FATALERROR; } catch (std::bad_alloc &) { mame_printf_error("Out of memory!\n"); error = MAMERR_FATALERROR; } // call all exit callbacks registered call_notifiers(MACHINE_NOTIFY_EXIT); // close the logfile if (m_logfile != NULL) mame_fclose(m_logfile); return error; } //------------------------------------------------- // schedule_exit - schedule a clean exit //------------------------------------------------- void running_machine::schedule_exit() { // if we are in-game but we started with the select game menu, return to that instead if (m_exit_to_game_select && options_get_string(&m_options, OPTION_GAMENAME)[0] != 0) { options_set_string(&m_options, OPTION_GAMENAME, "", OPTION_PRIORITY_CMDLINE); ui_menu_force_game_select(this, &render().ui_container()); } // otherwise, exit for real else m_exit_pending = true; // if we're executing, abort out immediately m_scheduler.eat_all_cycles(); // if we're autosaving on exit, schedule a save as well if (options_get_bool(&m_options, OPTION_AUTOSAVE) && (m_game.flags & GAME_SUPPORTS_SAVE) && this->time() > attotime::zero) schedule_save("auto"); } //------------------------------------------------- // schedule_hard_reset - schedule a hard-reset of // the machine //------------------------------------------------- void running_machine::schedule_hard_reset() { m_hard_reset_pending = true; // if we're executing, abort out immediately m_scheduler.eat_all_cycles(); } //------------------------------------------------- // schedule_soft_reset - schedule a soft-reset of // the system //------------------------------------------------- void running_machine::schedule_soft_reset() { timer_adjust_oneshot(m_soft_reset_timer, attotime::zero, 0); // we can't be paused since the timer needs to fire resume(); // if we're executing, abort out immediately m_scheduler.eat_all_cycles(); } //------------------------------------------------- // schedule_new_driver - schedule a new game to // be loaded //------------------------------------------------- void running_machine::schedule_new_driver(const game_driver &driver) { m_hard_reset_pending = true; m_new_driver_pending = &driver; // if we're executing, abort out immediately m_scheduler.eat_all_cycles(); } //------------------------------------------------- // set_saveload_filename - specifies the filename // for state loading/saving //------------------------------------------------- void running_machine::set_saveload_filename(const char *filename) { // free any existing request and allocate a copy of the requested name if (osd_is_absolute_path(filename)) { m_saveload_searchpath = NULL; m_saveload_pending_file.cpy(filename); } else { m_saveload_searchpath = SEARCHPATH_STATE; m_saveload_pending_file.cpy(basename()).cat(PATH_SEPARATOR).cat(filename).cat(".sta"); } } //------------------------------------------------- // schedule_save - schedule a save to occur as // soon as possible //------------------------------------------------- void running_machine::schedule_save(const char *filename) { // specify the filename to save or load set_saveload_filename(filename); // note the start time and set a timer for the next timeslice to actually schedule it m_saveload_schedule = SLS_SAVE; m_saveload_schedule_time = this->time(); // we can't be paused since we need to clear out anonymous timers resume(); } //------------------------------------------------- // schedule_load - schedule a load to occur as // soon as possible //------------------------------------------------- void running_machine::schedule_load(const char *filename) { // specify the filename to save or load set_saveload_filename(filename); // note the start time and set a timer for the next timeslice to actually schedule it m_saveload_schedule = SLS_LOAD; m_saveload_schedule_time = this->time(); // we can't be paused since we need to clear out anonymous timers resume(); } //------------------------------------------------- // pause - pause the system //------------------------------------------------- void running_machine::pause() { // ignore if nothing has changed if (m_paused) return; m_paused = true; // call the callbacks call_notifiers(MACHINE_NOTIFY_PAUSE); } //------------------------------------------------- // resume - resume the system //------------------------------------------------- void running_machine::resume() { // ignore if nothing has changed if (!m_paused) return; m_paused = false; // call the callbacks call_notifiers(MACHINE_NOTIFY_RESUME); } //------------------------------------------------- // region_alloc - allocates memory for a region //------------------------------------------------- memory_region *running_machine::region_alloc(const char *name, UINT32 length, UINT32 flags) { // make sure we don't have a region of the same name; also find the end of the list memory_region *info = m_regionlist.find(name); if (info != NULL) fatalerror("region_alloc called with duplicate region name \"%s\"\n", name); // allocate the region return m_regionlist.append(name, auto_alloc(this, memory_region(*this, name, length, flags))); } //------------------------------------------------- // region_free - releases memory for a region //------------------------------------------------- void running_machine::region_free(const char *name) { m_regionlist.remove(name); } //------------------------------------------------- // add_notifier - add a notifier of the // given type //------------------------------------------------- void running_machine::add_notifier(machine_notification event, notify_callback callback) { assert_always(m_current_phase == MACHINE_PHASE_INIT, "Can only call add_notifier at init time!"); // exit notifiers are added to the head, and executed in reverse order if (event == MACHINE_NOTIFY_EXIT) { notifier_callback_item *notifier = auto_alloc(this, notifier_callback_item(callback)); notifier->m_next = m_notifier_list[event]; m_notifier_list[event] = notifier; } // all other notifiers are added to the tail, and executed in the order registered else { notifier_callback_item **tailptr; for (tailptr = &m_notifier_list[event]; *tailptr != NULL; tailptr = &(*tailptr)->m_next) ; *tailptr = auto_alloc(this, notifier_callback_item(callback)); } } //------------------------------------------------- // add_logerror_callback - adds a callback to be // called on logerror() //------------------------------------------------- void running_machine::add_logerror_callback(logerror_callback callback) { assert_always(m_current_phase == MACHINE_PHASE_INIT, "Can only call add_logerror_callback at init time!"); logerror_callback_item **tailptr; for (tailptr = &m_logerror_list; *tailptr != NULL; tailptr = &(*tailptr)->m_next) ; *tailptr = auto_alloc(this, logerror_callback_item(callback)); } //------------------------------------------------- // logerror - printf-style error logging //------------------------------------------------- void CLIB_DECL running_machine::logerror(const char *format, ...) { // process only if there is a target if (m_logerror_list != NULL) { va_list arg; va_start(arg, format); vlogerror(format, arg); va_end(arg); } } //------------------------------------------------- // vlogerror - vprintf-style error logging //------------------------------------------------- void CLIB_DECL running_machine::vlogerror(const char *format, va_list args) { // process only if there is a target if (m_logerror_list != NULL) { g_profiler.start(PROFILER_LOGERROR); // dump to the buffer vsnprintf(giant_string_buffer, ARRAY_LENGTH(giant_string_buffer), format, args); // log to all callbacks for (logerror_callback_item *cb = m_logerror_list; cb != NULL; cb = cb->m_next) (*cb->m_func)(*this, giant_string_buffer); g_profiler.stop(); } } //------------------------------------------------- // base_datetime - retrieve the time of the host // system; useful for RTC implementations //------------------------------------------------- void running_machine::base_datetime(system_time &systime) { systime.set(m_base_time); } //------------------------------------------------- // current_datetime - retrieve the current time // (offset by the base); useful for RTC // implementations //------------------------------------------------- void running_machine::current_datetime(system_time &systime) { systime.set(m_base_time + this->time().seconds); } //------------------------------------------------- // rand - standardized random numbers //------------------------------------------------- UINT32 running_machine::rand() { m_rand_seed = 1664525 * m_rand_seed + 1013904223; // return rotated by 16 bits; the low bits have a short period // and are frequently used return (m_rand_seed >> 16) | (m_rand_seed << 16); } //------------------------------------------------- // call_notifiers - call notifiers of the given // type //------------------------------------------------- void running_machine::call_notifiers(machine_notification which) { for (notifier_callback_item *cb = m_notifier_list[which]; cb != NULL; cb = cb->m_next) (*cb->m_func)(*this); } //------------------------------------------------- // handle_saveload - attempt to perform a save // or load //------------------------------------------------- void running_machine::handle_saveload() { UINT32 openflags = (m_saveload_schedule == SLS_LOAD) ? OPEN_FLAG_READ : (OPEN_FLAG_WRITE | OPEN_FLAG_CREATE | OPEN_FLAG_CREATE_PATHS); const char *opnamed = (m_saveload_schedule == SLS_LOAD) ? "loaded" : "saved"; const char *opname = (m_saveload_schedule == SLS_LOAD) ? "load" : "save"; file_error filerr = FILERR_NONE; // if no name, bail if (!m_saveload_pending_file) goto cancel; // if there are anonymous timers, we can't save just yet, and we can't load yet either // because the timers might overwrite data we have loaded if (m_scheduler.can_save()) { // if more than a second has passed, we're probably screwed if ((this->time() - m_saveload_schedule_time) > attotime::from_seconds(1)) { popmessage("Unable to %s due to pending anonymous timers. See error.log for details.", opname); goto cancel; } return; } // open the file mame_file *file; filerr = mame_fopen(m_saveload_searchpath, m_saveload_pending_file, openflags, &file); if (filerr == FILERR_NONE) { astring fullname(mame_file_full_name(file)); // read/write the save state state_save_error staterr = (m_saveload_schedule == SLS_LOAD) ? state_save_read_file(this, file) : state_save_write_file(this, file); // handle the result switch (staterr) { case STATERR_ILLEGAL_REGISTRATIONS: popmessage("Error: Unable to %s state due to illegal registrations. See error.log for details.", opname); break; case STATERR_INVALID_HEADER: popmessage("Error: Unable to %s state due to an invalid header. Make sure the save state is correct for this game.", opname); break; case STATERR_READ_ERROR: popmessage("Error: Unable to %s state due to a read error (file is likely corrupt).", opname); break; case STATERR_WRITE_ERROR: popmessage("Error: Unable to %s state due to a write error. Verify there is enough disk space.", opname); break; case STATERR_NONE: if (!(m_game.flags & GAME_SUPPORTS_SAVE)) popmessage("State successfully %s.\nWarning: Save states are not officially supported for this game.", opnamed); else popmessage("State successfully %s.", opnamed); break; default: popmessage("Error: Unknown error during state %s.", opnamed); break; } // close and perhaps delete the file mame_fclose(file); if (staterr != STATERR_NONE && m_saveload_schedule == SLS_SAVE) osd_rmfile(fullname); } else popmessage("Error: Failed to open file for %s operation.", opname); // unschedule the operation cancel: m_saveload_pending_file.reset(); m_saveload_searchpath = NULL; m_saveload_schedule = SLS_NONE; } //------------------------------------------------- // soft_reset - actually perform a soft-reset // of the system //------------------------------------------------- void running_machine::soft_reset(running_machine &machine, int param) { logerror("Soft reset\n"); // temporarily in the reset phase m_current_phase = MACHINE_PHASE_RESET; // call all registered reset callbacks call_notifiers(MACHINE_NOTIFY_RESET); // now we're running m_current_phase = MACHINE_PHASE_RUNNING; } //------------------------------------------------- // logfile_callback - callback for logging to // logfile //------------------------------------------------- void running_machine::logfile_callback(running_machine &machine, const char *buffer) { if (machine.m_logfile != NULL) mame_fputs(machine.m_logfile, buffer); } /*************************************************************************** MEMORY REGIONS ***************************************************************************/ //------------------------------------------------- // memory_region - constructor //------------------------------------------------- memory_region::memory_region(running_machine &machine, const char *name, UINT32 length, UINT32 flags) : m_machine(machine), m_next(NULL), m_name(name), m_length(length), m_flags(flags) { m_base.u8 = auto_alloc_array(&machine, UINT8, length); } //------------------------------------------------- // ~memory_region - destructor //------------------------------------------------- memory_region::~memory_region() { auto_free(&m_machine, m_base.v); } //************************************************************************** // CALLBACK ITEMS //************************************************************************** //------------------------------------------------- // notifier_callback_item - constructor //------------------------------------------------- running_machine::notifier_callback_item::notifier_callback_item(notify_callback func) : m_next(NULL), m_func(func) { } //------------------------------------------------- // logerror_callback_item - constructor //------------------------------------------------- running_machine::logerror_callback_item::logerror_callback_item(logerror_callback func) : m_next(NULL), m_func(func) { } //************************************************************************** // DRIVER DEVICE //************************************************************************** //------------------------------------------------- // driver_device_config_base - constructor //------------------------------------------------- driver_device_config_base::driver_device_config_base(const machine_config &mconfig, device_type type, const char *tag, const device_config *owner) : device_config(mconfig, type, "Driver Device", tag, owner, 0), m_game(NULL), m_palette_init(NULL), m_video_update(NULL) { memset(m_callbacks, 0, sizeof(m_callbacks)); } //------------------------------------------------- // static_set_game - set the game in the device // configuration //------------------------------------------------- void driver_device_config_base::static_set_game(device_config *device, const game_driver *game) { downcast(device)->m_game = game; } //------------------------------------------------- // static_set_machine_start - set the legacy // machine start callback in the device // configuration //------------------------------------------------- void driver_device_config_base::static_set_callback(device_config *device, callback_type type, legacy_callback_func callback) { downcast(device)->m_callbacks[type] = callback; } //------------------------------------------------- // static_set_palette_init - set the legacy // palette init callback in the device // configuration //------------------------------------------------- void driver_device_config_base::static_set_palette_init(device_config *device, palette_init_func callback) { downcast(device)->m_palette_init = callback; } //------------------------------------------------- // static_set_video_update - set the legacy // video update callback in the device // configuration //------------------------------------------------- void driver_device_config_base::static_set_video_update(device_config *device, video_update_func callback) { downcast(device)->m_video_update = callback; } //------------------------------------------------- // rom_region - return a pointer to the ROM // regions specified for the current game //------------------------------------------------- const rom_entry *driver_device_config_base::rom_region() const { return m_game->rom; } //************************************************************************** // DRIVER DEVICE //************************************************************************** //------------------------------------------------- // driver_device - constructor //------------------------------------------------- driver_device::driver_device(running_machine &machine, const driver_device_config_base &config) : device_t(machine, config), m_config(config) { } //------------------------------------------------- // driver_device - destructor //------------------------------------------------- driver_device::~driver_device() { } //------------------------------------------------- // driver_start - default implementation which // does nothing //------------------------------------------------- void driver_device::driver_start() { } //------------------------------------------------- // machine_start - default implementation which // calls to the legacy machine_start function //------------------------------------------------- void driver_device::machine_start() { if (m_config.m_callbacks[driver_device_config_base::CB_MACHINE_START] != NULL) (*m_config.m_callbacks[driver_device_config_base::CB_MACHINE_START])(&m_machine); } //------------------------------------------------- // sound_start - default implementation which // calls to the legacy sound_start function //------------------------------------------------- void driver_device::sound_start() { if (m_config.m_callbacks[driver_device_config_base::CB_SOUND_START] != NULL) (*m_config.m_callbacks[driver_device_config_base::CB_SOUND_START])(&m_machine); } //------------------------------------------------- // video_start - default implementation which // calls to the legacy video_start function //------------------------------------------------- void driver_device::video_start() { if (m_config.m_callbacks[driver_device_config_base::CB_VIDEO_START] != NULL) (*m_config.m_callbacks[driver_device_config_base::CB_VIDEO_START])(&m_machine); } //------------------------------------------------- // driver_reset - default implementation which // does nothing //------------------------------------------------- void driver_device::driver_reset() { } //------------------------------------------------- // machine_reset - default implementation which // calls to the legacy machine_reset function //------------------------------------------------- void driver_device::machine_reset() { if (m_config.m_callbacks[driver_device_config_base::CB_MACHINE_RESET] != NULL) (*m_config.m_callbacks[driver_device_config_base::CB_MACHINE_RESET])(&m_machine); } //------------------------------------------------- // sound_reset - default implementation which // calls to the legacy sound_reset function //------------------------------------------------- void driver_device::sound_reset() { if (m_config.m_callbacks[driver_device_config_base::CB_SOUND_RESET] != NULL) (*m_config.m_callbacks[driver_device_config_base::CB_SOUND_RESET])(&m_machine); } //------------------------------------------------- // video_reset - default implementation which // calls to the legacy video_reset function //------------------------------------------------- void driver_device::video_reset() { if (m_config.m_callbacks[driver_device_config_base::CB_VIDEO_RESET] != NULL) (*m_config.m_callbacks[driver_device_config_base::CB_VIDEO_RESET])(&m_machine); } //------------------------------------------------- // video_update - default implementation which // calls to the legacy video_update function //------------------------------------------------- bool driver_device::video_update(screen_device &screen, bitmap_t &bitmap, const rectangle &cliprect) { if (m_config.m_video_update != NULL) return (*m_config.m_video_update)(&screen, &bitmap, &cliprect); return 0; } //------------------------------------------------- // video_eof - default implementation which // calls to the legacy video_eof function //------------------------------------------------- void driver_device::video_eof() { if (m_config.m_callbacks[driver_device_config_base::CB_VIDEO_EOF] != NULL) (*m_config.m_callbacks[driver_device_config_base::CB_VIDEO_EOF])(&m_machine); } //------------------------------------------------- // device_start - device override which calls // the various helpers //------------------------------------------------- void driver_device::device_start() { // reschedule ourselves to be last if (next() != NULL) throw device_missing_dependencies(); // call the game-specific init if (m_config.m_game->driver_init != NULL) (*m_config.m_game->driver_init)(&m_machine); // finish image devices init process image_postdevice_init(&m_machine); // call palette_init if present if (m_config.m_palette_init != NULL) (*m_config.m_palette_init)(&m_machine, machine->region("proms")->base()); // start the various pieces driver_start(); machine_start(); sound_start(); video_start(); } //------------------------------------------------- // device_reset - device override which calls // the various helpers //------------------------------------------------- void driver_device::device_reset() { // reset each piece driver_reset(); machine_reset(); sound_reset(); video_reset(); } //************************************************************************** // SYSTEM TIME //************************************************************************** //------------------------------------------------- // system_time - constructor //------------------------------------------------- system_time::system_time() { set(0); } //------------------------------------------------- // set - fills out a system_time structure //------------------------------------------------- void system_time::set(time_t t) { time = t; local_time.set(*localtime(&t)); utc_time.set(*gmtime(&t)); } //------------------------------------------------- // get_tm_time - converts a tm struction to a // MAME mame_system_tm structure //------------------------------------------------- void system_time::full_time::set(struct tm &t) { second = t.tm_sec; minute = t.tm_min; hour = t.tm_hour; mday = t.tm_mday; month = t.tm_mon; year = t.tm_year + 1900; weekday = t.tm_wday; day = t.tm_yday; is_dst = t.tm_isdst; }