/*************************************************************************** render.h Core rendering routines for MAME. **************************************************************************** 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. **************************************************************************** Theory of operation ------------------- A render "target" is described by 5 parameters: - width = width, in pixels - height = height, in pixels - bpp = depth, in bits per pixel - orientation = orientation of the target - pixel_aspect = aspect ratio of the pixels Width, height, and bpp are self-explanatory. The remaining parameters need some additional explanation. Regarding orientation, there are three orientations that need to be dealt with: target orientation, UI orientation, and game orientation. In the current model, the UI orientation tracks the target orientation so that the UI is (in theory) facing the correct direction. The game orientation is specified by the game driver and indicates how the game and artwork are rotated. Regarding pixel_aspect, this is the aspect ratio of the individual pixels, not the aspect ratio of the screen. You can determine this by dividing the aspect ratio of the screen by the aspect ratio of the resolution. For example, a 4:3 screen displaying 640x480 gives a pixel aspect ratio of (4/3)/(640/480) = 1.0, meaning the pixels are square. That same screen displaying 1280x1024 would have a pixel aspect ratio of (4/3)/(1280/1024) = 1.06666, meaning the pixels are slightly wider than they are tall. Artwork is always assumed to be a 1.0 pixel aspect ratio. The game screens themselves can be variable aspect ratios. ***************************************************************************/ #ifndef __RENDER_H__ #define __RENDER_H__ #include "osdepend.h" #include //************************************************************************** // CONSTANTS //************************************************************************** // texture formats enum texture_format { TEXFORMAT_UNDEFINED = 0, // require a format to be specified TEXFORMAT_PALETTE16, // 16bpp palettized, alpha ignored TEXFORMAT_PALETTEA16, // 16bpp palettized, alpha respected TEXFORMAT_RGB32, // 32bpp 8-8-8 RGB TEXFORMAT_ARGB32, // 32bpp 8-8-8-8 ARGB TEXFORMAT_YUY16 // 16bpp 8-8 Y/Cb, Y/Cr in sequence }; // blending modes enum { BLENDMODE_NONE = 0, // no blending BLENDMODE_ALPHA, // standard alpha blend BLENDMODE_RGB_MULTIPLY, // apply source alpha to source pix, then multiply RGB values BLENDMODE_ADD // apply source alpha to source pix, then add to destination }; // render creation flags const UINT8 RENDER_CREATE_NO_ART = 0x01; // ignore any views that have art in them const UINT8 RENDER_CREATE_SINGLE_FILE = 0x02; // only load views from the file specified const UINT8 RENDER_CREATE_HIDDEN = 0x04; // don't make this target visible // flags for primitives const int PRIMFLAG_TEXORIENT_SHIFT = 0; const UINT32 PRIMFLAG_TEXORIENT_MASK = 15 << PRIMFLAG_TEXORIENT_SHIFT; const int PRIMFLAG_TEXFORMAT_SHIFT = 4; const UINT32 PRIMFLAG_TEXFORMAT_MASK = 15 << PRIMFLAG_TEXFORMAT_SHIFT; const int PRIMFLAG_BLENDMODE_SHIFT = 8; const UINT32 PRIMFLAG_BLENDMODE_MASK = 15 << PRIMFLAG_BLENDMODE_SHIFT; const int PRIMFLAG_ANTIALIAS_SHIFT = 12; const UINT32 PRIMFLAG_ANTIALIAS_MASK = 1 << PRIMFLAG_ANTIALIAS_SHIFT; const int PRIMFLAG_SCREENTEX_SHIFT = 13; const UINT32 PRIMFLAG_SCREENTEX_MASK = 1 << PRIMFLAG_SCREENTEX_SHIFT; const int PRIMFLAG_TEXWRAP_SHIFT = 14; const UINT32 PRIMFLAG_TEXWRAP_MASK = 1 << PRIMFLAG_TEXWRAP_SHIFT; const int PRIMFLAG_TEXSHADE_SHIFT = 15; const UINT32 PRIMFLAG_TEXSHADE_MASK = 3 << PRIMFLAG_TEXSHADE_SHIFT; const int PRIMFLAG_VECTOR_SHIFT = 17; const UINT32 PRIMFLAG_VECTOR_MASK = 1 << PRIMFLAG_VECTOR_SHIFT; const int PRIMFLAG_VECTORBUF_SHIFT = 18; const UINT32 PRIMFLAG_VECTORBUF_MASK = 1 << PRIMFLAG_VECTORBUF_SHIFT; const int PRIMFLAG_TYPE_SHIFT = 19; const UINT32 PRIMFLAG_TYPE_MASK = 3 << PRIMFLAG_TYPE_SHIFT; const UINT32 PRIMFLAG_TYPE_LINE = 0 << PRIMFLAG_TYPE_SHIFT; const UINT32 PRIMFLAG_TYPE_QUAD = 1 << PRIMFLAG_TYPE_SHIFT; //************************************************************************** // MACROS //************************************************************************** #define PRIMFLAG_TEXORIENT(x) ((x) << PRIMFLAG_TEXORIENT_SHIFT) #define PRIMFLAG_GET_TEXORIENT(x) (((x) & PRIMFLAG_TEXORIENT_MASK) >> PRIMFLAG_TEXORIENT_SHIFT) #define PRIMFLAG_TEXFORMAT(x) ((x) << PRIMFLAG_TEXFORMAT_SHIFT) #define PRIMFLAG_GET_TEXFORMAT(x) (((x) & PRIMFLAG_TEXFORMAT_MASK) >> PRIMFLAG_TEXFORMAT_SHIFT) #define PRIMFLAG_BLENDMODE(x) ((x) << PRIMFLAG_BLENDMODE_SHIFT) #define PRIMFLAG_GET_BLENDMODE(x) (((x) & PRIMFLAG_BLENDMODE_MASK) >> PRIMFLAG_BLENDMODE_SHIFT) #define PRIMFLAG_ANTIALIAS(x) ((x) << PRIMFLAG_ANTIALIAS_SHIFT) #define PRIMFLAG_GET_ANTIALIAS(x) (((x) & PRIMFLAG_ANTIALIAS_MASK) >> PRIMFLAG_ANTIALIAS_SHIFT) #define PRIMFLAG_SCREENTEX(x) ((x) << PRIMFLAG_SCREENTEX_SHIFT) #define PRIMFLAG_GET_SCREENTEX(x) (((x) & PRIMFLAG_SCREENTEX_MASK) >> PRIMFLAG_SCREENTEX_SHIFT) #define PRIMFLAG_TEXWRAP(x) ((x) << PRIMFLAG_TEXWRAP_SHIFT) #define PRIMFLAG_GET_TEXWRAP(x) (((x) & PRIMFLAG_TEXWRAP_MASK) >> PRIMFLAG_TEXWRAP_SHIFT) #define PRIMFLAG_TEXSHADE(x) ((x) << PRIMFLAG_TEXSHADE_SHIFT) #define PRIMFLAG_GET_TEXSHADE(x) (((x) & PRIMFLAG_TEXSHADE_MASK) >> PRIMFLAG_TEXSHADE_SHIFT) #define PRIMFLAG_VECTOR(x) ((x) << PRIMFLAG_VECTOR_SHIFT) #define PRIMFLAG_GET_VECTOR(x) (((x) & PRIMFLAG_VECTOR_MASK) >> PRIMFLAG_VECTOR_SHIFT) #define PRIMFLAG_VECTORBUF(x) ((x) << PRIMFLAG_VECTORBUF_SHIFT) #define PRIMFLAG_GET_VECTORBUF(x) (((x) & PRIMFLAG_VECTORBUF_MASK) >> PRIMFLAG_VECTORBUF_SHIFT) //************************************************************************** // TYPE DEFINITIONS //************************************************************************** // forward definitions class device_t; class screen_device; class render_container; class render_manager; struct xml_data_node; class render_font; struct object_transform; class layout_element; class layout_view; class layout_file; // texture scaling callback typedef void (*texture_scaler_func)(bitmap_argb32 &dest, bitmap_argb32 &source, const rectangle &sbounds, void *param); // render_bounds - floating point bounding rectangle struct render_bounds { float x0; // leftmost X coordinate float y0; // topmost Y coordinate float x1; // rightmost X coordinate float y1; // bottommost Y coordinate float width() const { return x1 - x0; } float height() const { return y1 - y0; } }; // render_color - floating point set of ARGB values struct render_color { float a; // alpha component (0.0 = transparent, 1.0 = opaque) float r; // red component (0.0 = none, 1.0 = max) float g; // green component (0.0 = none, 1.0 = max) float b; // blue component (0.0 = none, 1.0 = max) }; // render_texuv - floating point set of UV texture coordinates struct render_texuv { float u; // U coodinate (0.0-1.0) float v; // V coordinate (0.0-1.0) }; // render_quad_texuv - floating point set of UV texture coordinates struct render_quad_texuv { render_texuv tl; // top-left UV coordinate render_texuv tr; // top-right UV coordinate render_texuv bl; // bottom-left UV coordinate render_texuv br; // bottom-right UV coordinate }; // render_texinfo - texture information struct render_texinfo { void * base; // base of the data UINT32 rowpixels; // pixels per row UINT32 width; // width of the image UINT32 height; // height of the image const rgb_t * palette; // palette for PALETTE16 textures, LUTs for RGB15/RGB32 UINT32 seqid; // sequence ID UINT64 osddata; // aux data to pass to osd }; // ======================> render_screen_list // a render_screen_list is a list of screen_devices class render_screen_list { // screen list item class item { friend class simple_list; friend class render_screen_list; public: // construction/destruction item(screen_device &screen) : m_next(NULL), m_screen(screen) { } // state item * m_next; // next screen in list screen_device & m_screen; // reference to screen device }; public: // construction/destruction render_screen_list(resource_pool &pool = global_resource_pool()) : m_list(pool) { } // getters int count() const { return m_list.count(); } // operations void add(screen_device &screen) { m_list.append(*pool_alloc(m_list.pool(), item(screen))); } void reset() { m_list.reset(); } // query bool contains(screen_device &screen) const { for (item *curitem = m_list.first(); curitem != NULL; curitem = curitem->m_next) if (&curitem->m_screen == &screen) return true; return false; } private: // internal state simple_list m_list; }; // ======================> render_layer_config // render_layer_config - describes the state of layers class render_layer_config { static const UINT8 ENABLE_BACKDROP = 0x01; // enable backdrop layers static const UINT8 ENABLE_OVERLAY = 0x02; // enable overlay layers static const UINT8 ENABLE_BEZEL = 0x04; // enable bezel layers static const UINT8 ENABLE_CPANEL = 0x08; // enable cpanel layers static const UINT8 ENABLE_MARQUEE = 0x10; // enable marquee layers static const UINT8 ZOOM_TO_SCREEN = 0x20; // zoom to screen area by default static const UINT8 ENABLE_SCREEN_OVERLAY = 0x40; // enable screen overlays static const UINT8 DEFAULT = ENABLE_BACKDROP | ENABLE_OVERLAY | ENABLE_BEZEL | ENABLE_CPANEL | ENABLE_MARQUEE | ENABLE_SCREEN_OVERLAY; public: render_layer_config() : m_state(DEFAULT) { } bool operator==(const render_layer_config &rhs) const { return m_state == rhs.m_state; } bool operator!=(const render_layer_config &rhs) const { return m_state != rhs.m_state; } bool backdrops_enabled() const { return ((m_state & ENABLE_BACKDROP) != 0); } bool overlays_enabled() const { return ((m_state & ENABLE_OVERLAY) != 0); } bool bezels_enabled() const { return ((m_state & ENABLE_BEZEL) != 0); } bool cpanels_enabled() const { return ((m_state & ENABLE_CPANEL) != 0); } bool marquees_enabled() const { return ((m_state & ENABLE_MARQUEE) != 0); } bool screen_overlay_enabled() const { return ((m_state & ENABLE_SCREEN_OVERLAY) != 0); } bool zoom_to_screen() const { return ((m_state & ZOOM_TO_SCREEN) != 0); } render_layer_config &set_backdrops_enabled(bool enable) { if (enable) m_state |= ENABLE_BACKDROP; else m_state &= ~ENABLE_BACKDROP; return *this; } render_layer_config &set_overlays_enabled(bool enable) { if (enable) m_state |= ENABLE_OVERLAY; else m_state &= ~ENABLE_OVERLAY; return *this; } render_layer_config &set_bezels_enabled(bool enable) { if (enable) m_state |= ENABLE_BEZEL; else m_state &= ~ENABLE_BEZEL; return *this; } render_layer_config &set_cpanels_enabled(bool enable) { if (enable) m_state |= ENABLE_CPANEL; else m_state &= ~ENABLE_CPANEL; return *this; } render_layer_config &set_marquees_enabled(bool enable) { if (enable) m_state |= ENABLE_MARQUEE; else m_state &= ~ENABLE_MARQUEE; return *this; } render_layer_config &set_screen_overlay_enabled(bool enable) { if (enable) m_state |= ENABLE_SCREEN_OVERLAY; else m_state &= ~ENABLE_SCREEN_OVERLAY; return *this; } render_layer_config &set_zoom_to_screen(bool zoom) { if (zoom) m_state |= ZOOM_TO_SCREEN; else m_state &= ~ZOOM_TO_SCREEN; return *this; } private: UINT8 m_state; }; // ======================> render_primitive // render_primitive - a single low-level primitive for the rendering engine class render_primitive { friend class simple_list; public: // render primitive types enum primitive_type { INVALID = 0, // invalid type LINE, // a single line QUAD // a rectilinear quad }; // getters render_primitive *next() const { return m_next; } // reset to prepare for re-use void reset(); // public state primitive_type type; // type of primitive render_bounds bounds; // bounds or positions render_color color; // RGBA values UINT32 flags; // flags float width; // width (for line primitives) render_texinfo texture; // texture info (for quad primitives) render_quad_texuv texcoords; // texture coordinates (for quad primitives) private: // internal state render_primitive * m_next; // pointer to next element }; // ======================> render_primitive_list // render_primitive_list - an object containing a list head plus a lock class render_primitive_list { friend class render_target; // construction/destruction render_primitive_list(); ~render_primitive_list(); public: // getters render_primitive *first() const { return m_primlist.first(); } // lock management void acquire_lock() { osd_lock_acquire(m_lock); } void release_lock() { osd_lock_release(m_lock); } // reference management void add_reference(void *refptr); bool has_reference(void *refptr) const; private: // helpers for our friends to manipulate the list render_primitive *alloc(render_primitive::primitive_type type); void release_all(); void append(render_primitive &prim) { append_or_return(prim, false); } void append_or_return(render_primitive &prim, bool clipped); // a reference is an abstract reference to an internal object of some sort class reference { public: reference *next() const { return m_next; } reference * m_next; // link to the next reference void * m_refptr; // reference pointer }; // internal state simple_list m_primlist; // list of primitives simple_list m_reflist; // list of references fixed_allocator m_primitive_allocator;// allocator for primitives fixed_allocator m_reference_allocator; // allocator for references osd_lock * m_lock; // lock to protect list accesses }; // ======================> render_texture // a render_texture is used to track transformations when building an object list class render_texture { friend resource_pool_object::~resource_pool_object(); friend class simple_list; friend class fixed_allocator; friend class render_manager; friend class render_target; // construction/destruction render_texture(); ~render_texture(); // reset before re-use void reset(render_manager &manager, texture_scaler_func scaler = NULL, void *param = NULL); // release resources when freed void release(); public: // getters int format() const { return m_format; } // configure the texture bitmap void set_bitmap(bitmap_t &bitmap, const rectangle &sbounds, texture_format format); // set any necessary aux data void set_osd_data(UINT64 data) { m_osddata = data; } // generic high-quality bitmap scaler static void hq_scale(bitmap_argb32 &dest, bitmap_argb32 &source, const rectangle &sbounds, void *param); private: // internal helpers bool get_scaled(UINT32 dwidth, UINT32 dheight, render_texinfo &texinfo, render_primitive_list &primlist); const rgb_t *get_adjusted_palette(render_container &container); static const int MAX_TEXTURE_SCALES = 8; // a scaled_texture contains a single scaled entry for a texture struct scaled_texture { bitmap_argb32 * bitmap; // final bitmap UINT32 seqid; // sequence number }; // internal state render_manager * m_manager; // reference to our manager render_texture * m_next; // next texture (for free list) bitmap_t * m_bitmap; // pointer to the original bitmap rectangle m_sbounds; // source bounds within the bitmap texture_format m_format; // format of the texture data rgb_t * m_bcglookup; // dynamically allocated B/C/G lookup table UINT32 m_bcglookup_entries; // number of B/C/G lookup entries allocated UINT64 m_osddata; // aux data to pass to osd // scaling state (ARGB32 only) texture_scaler_func m_scaler; // scaling callback void * m_param; // scaling callback parameter UINT32 m_curseq; // current sequence number scaled_texture m_scaled[MAX_TEXTURE_SCALES];// array of scaled variants of this texture }; // ======================> render_container // a render_container holds a list of items and an orientation for the entire collection class render_container { friend resource_pool_object::~resource_pool_object(); friend class simple_list; friend class render_manager; friend class render_target; // construction/destruction render_container(render_manager &manager, screen_device *screen = NULL); ~render_container(); public: // user settings describes the collected user-controllable settings struct user_settings { // construction/destruction user_settings(); // public state int m_orientation; // orientation float m_brightness; // brightness float m_contrast; // contrast float m_gamma; // gamma float m_xscale; // horizontal scale factor float m_yscale; // vertical scale factor float m_xoffset; // horizontal offset float m_yoffset; // vertical offset }; // getters render_container *next() const { return m_next; } screen_device *screen() const { return m_screen; } render_manager &manager() const { return m_manager; } render_texture *overlay() const { return m_overlaytexture; } int orientation() const { return m_user.m_orientation; } float xscale() const { return m_user.m_xscale; } float yscale() const { return m_user.m_yscale; } float xoffset() const { return m_user.m_xoffset; } float yoffset() const { return m_user.m_yoffset; } bool is_empty() const { return (m_itemlist.count() == 0); } void get_user_settings(user_settings &settings) const { settings = m_user; } // setters void set_overlay(bitmap_argb32 *bitmap); void set_user_settings(const user_settings &settings); // empty the item list void empty() { m_item_allocator.reclaim_all(m_itemlist); } // add items to the list void add_line(float x0, float y0, float x1, float y1, float width, rgb_t argb, UINT32 flags); void add_quad(float x0, float y0, float x1, float y1, rgb_t argb, render_texture *texture, UINT32 flags); void add_char(float x0, float y0, float height, float aspect, rgb_t argb, render_font &font, UINT16 ch); void add_point(float x0, float y0, float diameter, rgb_t argb, UINT32 flags) { add_line(x0, y0, x0, y0, diameter, argb, flags); } void add_rect(float x0, float y0, float x1, float y1, rgb_t argb, UINT32 flags) { add_quad(x0, y0, x1, y1, argb, NULL, flags); } // brightness/contrast/gamma helpers bool has_brightness_contrast_gamma_changes() const { return (m_user.m_brightness != 1.0f || m_user.m_contrast != 1.0f || m_user.m_gamma != 1.0f); } UINT8 apply_brightness_contrast_gamma(UINT8 value); float apply_brightness_contrast_gamma_fp(float value); const rgb_t *bcg_lookup_table(int texformat, palette_t *palette = NULL); private: // an item describes a high level primitive that is added to a container class item { friend class render_container; friend class simple_list; public: // getters item *next() const { return m_next; } UINT8 type() const { return m_type; } const render_bounds &bounds() const { return m_bounds; } const render_color &color() const { return m_color; } UINT32 flags() const { return m_flags; } UINT32 internal() const { return m_internal; } float width() const { return m_width; } render_texture *texture() const { return m_texture; } private: // internal state item * m_next; // pointer to the next element in the list UINT8 m_type; // type of element render_bounds m_bounds; // bounds of the element render_color m_color; // RGBA factors UINT32 m_flags; // option flags UINT32 m_internal; // internal flags float m_width; // width of the line (lines only) render_texture * m_texture; // pointer to the source texture (quads only) }; // generic screen overlay scaler static void overlay_scale(bitmap_argb32 &dest, bitmap_argb32 &source, const rectangle &sbounds, void *param); // internal helpers item *first_item() const { return m_itemlist.first(); } item &add_generic(UINT8 type, float x0, float y0, float x1, float y1, rgb_t argb); void recompute_lookups(); void update_palette(); // internal state render_container * m_next; // the next container in the list render_manager & m_manager; // reference back to the owning manager simple_list m_itemlist; // head of the item list fixed_allocator m_item_allocator; // free container items screen_device * m_screen; // the screen device user_settings m_user; // user settings bitmap_argb32 * m_overlaybitmap; // overlay bitmap render_texture * m_overlaytexture; // overlay texture palette_client * m_palclient; // client to the system palette rgb_t m_bcglookup256[0x400]; // lookup table for brightness/contrast/gamma rgb_t m_bcglookup[0x10000]; // full palette lookup with bcg adjustements }; // ======================> render_target // a render_target describes a surface that is being rendered to class render_target { friend resource_pool_object::~resource_pool_object(); friend class simple_list; friend class render_manager; // construction/destruction render_target(render_manager &manager, const char *layoutfile = NULL, UINT32 flags = 0); ~render_target(); public: // getters render_target *next() const { return m_next; } render_manager &manager() const { return m_manager; } UINT32 width() const { return m_width; } UINT32 height() const { return m_height; } float pixel_aspect() const { return m_pixel_aspect; } float max_update_rate() const { return m_max_refresh; } int orientation() const { return m_orientation; } render_layer_config layer_config() const { return m_layerconfig; } int view() const { return view_index(*m_curview); } bool hidden() const { return ((m_flags & RENDER_CREATE_HIDDEN) != 0); } bool is_ui_target() const; int index() const; // setters void set_bounds(INT32 width, INT32 height, float pixel_aspect = 0); void set_max_update_rate(float updates_per_second) { m_max_refresh = updates_per_second; } void set_orientation(int orientation) { m_orientation = orientation; } void set_view(int viewindex); void set_max_texture_size(int maxwidth, int maxheight); // layer config getters bool backdrops_enabled() const { return m_layerconfig.backdrops_enabled(); } bool overlays_enabled() const { return m_layerconfig.overlays_enabled(); } bool bezels_enabled() const { return m_layerconfig.bezels_enabled(); } bool cpanels_enabled() const { return m_layerconfig.cpanels_enabled(); } bool marquees_enabled() const { return m_layerconfig.marquees_enabled(); } bool screen_overlay_enabled() const { return m_layerconfig.screen_overlay_enabled(); } bool zoom_to_screen() const { return m_layerconfig.zoom_to_screen(); } // layer config setters void set_backdrops_enabled(bool enable) { m_layerconfig.set_backdrops_enabled(enable); update_layer_config(); } void set_overlays_enabled(bool enable) { m_layerconfig.set_overlays_enabled(enable); update_layer_config(); } void set_bezels_enabled(bool enable) { m_layerconfig.set_bezels_enabled(enable); update_layer_config(); } void set_cpanels_enabled(bool enable) { m_layerconfig.set_cpanels_enabled(enable); update_layer_config(); } void set_marquees_enabled(bool enable) { m_layerconfig.set_marquees_enabled(enable); update_layer_config(); } void set_screen_overlay_enabled(bool enable) { m_layerconfig.set_screen_overlay_enabled(enable); update_layer_config(); } void set_zoom_to_screen(bool zoom) { m_layerconfig.set_zoom_to_screen(zoom); update_layer_config(); } // view configuration helper int configured_view(const char *viewname, int targetindex, int numtargets); // view information const char *view_name(int viewindex); const render_screen_list &view_screens(int viewindex); // bounds computations void compute_visible_area(INT32 target_width, INT32 target_height, float target_pixel_aspect, int target_orientation, INT32 &visible_width, INT32 &visible_height); void compute_minimum_size(INT32 &minwidth, INT32 &minheight); // get a primitive list render_primitive_list &get_primitives(); // hit testing bool map_point_container(INT32 target_x, INT32 target_y, render_container &container, float &container_x, float &container_y); bool map_point_input(INT32 target_x, INT32 target_y, const char *&input_tag, ioport_value &input_mask, float &input_x, float &input_y); // reference tracking void invalidate_all(void *refptr); // debug containers render_container *debug_alloc(); void debug_free(render_container &container); void debug_top(render_container &container); private: // internal helpers void update_layer_config(); void load_layout_files(const char *layoutfile, bool singlefile); bool load_layout_file(const char *dirname, const char *filename); void add_container_primitives(render_primitive_list &list, const object_transform &xform, render_container &container, int blendmode); void add_element_primitives(render_primitive_list &list, const object_transform &xform, layout_element &element, int state, int blendmode); bool map_point_internal(INT32 target_x, INT32 target_y, render_container *container, float &mapped_x, float &mapped_y, const char *&mapped_input_tag, ioport_value &mapped_input_mask); // config callbacks void config_load(xml_data_node &targetnode); bool config_save(xml_data_node &targetnode); // view lookups layout_view *view_by_index(int index) const; int view_index(layout_view &view) const; // optimized clearing void init_clear_extents(); bool remove_clear_extent(const render_bounds &bounds); void add_clear_extents(render_primitive_list &list); void add_clear_and_optimize_primitive_list(render_primitive_list &list); // constants static const int NUM_PRIMLISTS = 3; static const int MAX_CLEAR_EXTENTS = 1000; // internal state render_target * m_next; // link to next target render_manager & m_manager; // reference to our owning manager layout_view * m_curview; // current view simple_list &m_filelist; // list of layout files UINT32 m_flags; // creation flags render_primitive_list m_primlist[NUM_PRIMLISTS]; // list of primitives int m_listindex; // index of next primlist to use INT32 m_width; // width in pixels INT32 m_height; // height in pixels render_bounds m_bounds; // bounds of the target float m_pixel_aspect; // aspect ratio of individual pixels float m_max_refresh; // maximum refresh rate, 0 or if none int m_orientation; // orientation render_layer_config m_layerconfig; // layer configuration layout_view * m_base_view; // the view at the time of first frame int m_base_orientation; // the orientation at the time of first frame render_layer_config m_base_layerconfig; // the layer configuration at the time of first frame int m_maxtexwidth; // maximum width of a texture int m_maxtexheight; // maximum height of a texture simple_list m_debug_containers; // list of debug containers INT32 m_clear_extent_count; // number of clear extents INT32 m_clear_extents[MAX_CLEAR_EXTENTS]; // array of clear extents static const render_screen_list s_empty_screen_list; }; // ======================> render_manager // contains machine-global information and operations class render_manager { friend class render_target; public: // construction/destruction render_manager(running_machine &machine); ~render_manager(); // getters running_machine &machine() const { return m_machine; } // global queries bool is_live(screen_device &screen) const; float max_update_rate() const; // targets render_target *target_alloc(const char *layoutfile = NULL, UINT32 flags = 0); void target_free(render_target *target); render_target *first_target() const { return m_targetlist.first(); } render_target *target_by_index(int index) const; // UI targets render_target &ui_target() const { assert(m_ui_target != NULL); return *m_ui_target; } void set_ui_target(render_target &target) { m_ui_target = ⌖ } float ui_aspect(); // UI containers render_container &ui_container() const { assert(m_ui_container != NULL); return *m_ui_container; } // textures render_texture *texture_alloc(texture_scaler_func scaler = NULL, void *param = NULL); void texture_free(render_texture *texture); // fonts render_font *font_alloc(const char *filename = NULL); void font_free(render_font *font); // reference tracking void invalidate_all(void *refptr); private: // containers render_container *container_alloc(screen_device *screen = NULL); void container_free(render_container *container); // config callbacks void config_load(int config_type, xml_data_node *parentnode); void config_save(int config_type, xml_data_node *parentnode); // internal state running_machine & m_machine; // reference back to the machine // array of live targets simple_list m_targetlist; // list of targets render_target * m_ui_target; // current UI target // texture lists UINT32 m_live_textures; // number of live textures fixed_allocator m_texture_allocator;// texture allocator // containers for the UI and for screens render_container * m_ui_container; // UI container simple_list m_screen_container_list; // list of containers for the screen }; #endif // __RENDER_H__