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|
// license:BSD-3-Clause
// copyright-holders:Aaron Giles
/***************************************************************************
render.h
Core rendering routines for MAME.
****************************************************************************
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 <math.h>
//**************************************************************************
// 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;
// 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
UINT32 seqid; // sequence ID
UINT64 osddata; // aux data to pass to osd
const rgb_t * palette; // palette for PALETTE16 textures, bcg lookup table for RGB32/YUY16
};
// ======================> 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<item>;
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:
// getters
int count() const { return m_list.count(); }
// operations
void add(screen_device &screen) { m_list.append(*global_alloc(item(screen))); }
void reset() { m_list.reset(); }
// query
int contains(screen_device &screen) const
{
int count = 0;
for (item *curitem = m_list.first(); curitem != NULL; curitem = curitem->m_next)
if (&curitem->m_screen == &screen) count++;
return count;
}
private:
// internal state
simple_list<item> 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<render_primitive>;
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)
render_container * container; // the render container we belong to
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<render_primitive> m_primlist; // list of primitives
simple_list<reference> m_reflist; // list of references
fixed_allocator<render_primitive> m_primitive_allocator;// allocator for primitives
fixed_allocator<reference> 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<render_texture>::~resource_pool_object();
friend class simple_list<render_texture>;
friend class fixed_allocator<render_texture>;
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; }
render_manager *manager() const { return m_manager; }
// 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
void 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
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<render_container>::~resource_pool_object();
friend class simple_list<render_container>;
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<item>;
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<item> m_itemlist; // head of the item list
fixed_allocator<item> 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
auto_pointer<palette_client> m_palclient; // client to the screen palette
std::vector<rgb_t> m_bcglookup; // copy of screen palette with bcg adjustment
rgb_t m_bcglookup256[0x400]; // lookup table for brightness/contrast/gamma
};
#include "rendlay.h"
// ======================> render_target
// a render_target describes a surface that is being rendered to
class render_target
{
friend resource_pool_object<render_target>::~resource_pool_object();
friend class simple_list<render_target>;
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<layout_file> 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<render_container> 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 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(render_container *rc = NULL);
// 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<render_target> 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<render_texture> m_texture_allocator;// texture allocator
// containers for the UI and for screens
render_container * m_ui_container; // UI container
simple_list<render_container> m_screen_container_list; // list of containers for the screen
};
#endif // __RENDER_H__
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