mirror of
https://github.com/holub/mame
synced 2025-07-04 01:18:59 +03:00
modernized crosshair_manager (nw)
This commit is contained in:
parent
3c1ea41741
commit
3b922ba118
@ -24,38 +24,10 @@
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#define CROSSHAIR_RAW_ROWBYTES ((CROSSHAIR_RAW_SIZE + 7) / 8)
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/***************************************************************************
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TYPE DEFINITIONS
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***************************************************************************/
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struct crosshair_global
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{
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UINT8 usage; /* true if any crosshairs are used */
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UINT8 used[MAX_PLAYERS]; /* usage per player */
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UINT8 mode[MAX_PLAYERS]; /* visibility mode per player */
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UINT8 visible[MAX_PLAYERS]; /* visibility per player */
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bitmap_argb32 * bitmap[MAX_PLAYERS]; /* bitmap per player */
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render_texture * texture[MAX_PLAYERS]; /* texture per player */
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screen_device * screen[MAX_PLAYERS]; /* the screen on which this player's crosshair is drawn */
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float x[MAX_PLAYERS]; /* current X position */
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float y[MAX_PLAYERS]; /* current Y position */
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float last_x[MAX_PLAYERS]; /* last X position */
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float last_y[MAX_PLAYERS]; /* last Y position */
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UINT8 fade; /* color fading factor */
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UINT8 animation_counter; /* animation frame index */
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UINT16 auto_time; /* time in seconds to turn invisible */
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UINT16 time[MAX_PLAYERS]; /* time since last movement */
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char name[MAX_PLAYERS][CROSSHAIR_PIC_NAME_LENGTH + 1]; /* name of crosshair png file */
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};
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/***************************************************************************
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GLOBAL VARIABLES
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***************************************************************************/
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/* global state */
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static crosshair_global global;
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/* raw bitmap */
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static const UINT8 crosshair_raw_top[] =
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{
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@ -123,99 +95,22 @@ static const rgb_t crosshair_colors[] =
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rgb_t(0xff,0xff,0xff)
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};
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//**************************************************************************
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// CROSSHAIR MANAGER
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//**************************************************************************
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/***************************************************************************
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FUNCTION PROTOTYPES
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***************************************************************************/
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//-------------------------------------------------
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// crosshair_manager - constructor
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//-------------------------------------------------
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static void crosshair_exit(running_machine &machine);
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static void crosshair_load(running_machine &machine, config_type cfg_type, xml_data_node *parentnode);
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static void crosshair_save(running_machine &machine, config_type cfg_type, xml_data_node *parentnode);
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static void animate(running_machine &machine, screen_device &device, bool vblank_state);
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/***************************************************************************
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CORE IMPLEMENTATION
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***************************************************************************/
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/*-------------------------------------------------
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create_bitmap - create the rendering
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structures for the given player
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-------------------------------------------------*/
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static void create_bitmap(running_machine &machine, int player)
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{
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int x, y;
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char filename[20];
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rgb_t color = crosshair_colors[player];
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/* if we have a bitmap and texture for this player, kill it */
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if (global.bitmap[player] == nullptr) {
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global.bitmap[player] = global_alloc(bitmap_argb32);
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global.texture[player] = machine.render().texture_alloc(render_texture::hq_scale);
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}
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emu_file crossfile(machine.options().crosshair_path(), OPEN_FLAG_READ);
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if (global.name[player][0] != 0)
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{
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/* look for user specified file */
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sprintf(filename, "%s.png", global.name[player]);
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render_load_png(*global.bitmap[player], crossfile, nullptr, filename);
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}
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else
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{
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/* look for default cross?.png in crsshair\game dir */
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sprintf(filename, "cross%d.png", player + 1);
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render_load_png(*global.bitmap[player], crossfile, machine.system().name, filename);
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/* look for default cross?.png in crsshair dir */
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if (!global.bitmap[player]->valid())
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render_load_png(*global.bitmap[player], crossfile, nullptr, filename);
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}
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/* if that didn't work, use the built-in one */
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if (!global.bitmap[player]->valid())
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{
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/* allocate a blank bitmap to start with */
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global.bitmap[player]->allocate(CROSSHAIR_RAW_SIZE, CROSSHAIR_RAW_SIZE);
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global.bitmap[player]->fill(rgb_t(0x00,0xff,0xff,0xff));
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/* extract the raw source data to it */
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for (y = 0; y < CROSSHAIR_RAW_SIZE / 2; y++)
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{
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/* assume it is mirrored vertically */
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UINT32 *dest0 = &global.bitmap[player]->pix32(y);
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UINT32 *dest1 = &global.bitmap[player]->pix32(CROSSHAIR_RAW_SIZE - 1 - y);
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/* extract to two rows simultaneously */
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for (x = 0; x < CROSSHAIR_RAW_SIZE; x++)
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if ((crosshair_raw_top[y * CROSSHAIR_RAW_ROWBYTES + x / 8] << (x % 8)) & 0x80)
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dest0[x] = dest1[x] = rgb_t(0xff,0x00,0x00,0x00) | color;
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}
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}
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/* reference the new bitmap */
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global.texture[player]->set_bitmap(*global.bitmap[player], global.bitmap[player]->cliprect(), TEXFORMAT_ARGB32);
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}
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/*-------------------------------------------------
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crosshair_init - initialize the crosshair
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bitmaps and such
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-------------------------------------------------*/
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void crosshair_init(running_machine &machine)
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crosshair_manager::crosshair_manager(running_machine &machine)
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: m_machine(machine)
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{
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/* request a callback upon exiting */
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machine.add_notifier(MACHINE_NOTIFY_EXIT, machine_notify_delegate(FUNC(crosshair_exit), &machine));
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/* clear all the globals */
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memset(&global, 0, sizeof(global));
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machine.add_notifier(MACHINE_NOTIFY_EXIT, machine_notify_delegate(FUNC(crosshair_manager::exit), this));
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/* setup the default auto visibility time */
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global.auto_time = CROSSHAIR_VISIBILITY_AUTOTIME_DEFAULT;
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m_auto_time = CROSSHAIR_VISIBILITY_AUTOTIME_DEFAULT;
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/* determine who needs crosshairs */
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for (ioport_port *port = machine.ioport().first_port(); port != nullptr; port = port->next())
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@ -227,93 +122,140 @@ void crosshair_init(running_machine &machine)
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assert(player < MAX_PLAYERS);
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/* mark as used and set the default visibility and mode */
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global.usage = TRUE;
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global.used[player] = TRUE;
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global.mode[player] = CROSSHAIR_VISIBILITY_DEFAULT;
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global.visible[player] = (CROSSHAIR_VISIBILITY_DEFAULT == CROSSHAIR_VISIBILITY_OFF) ? FALSE : TRUE;
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m_usage = TRUE;
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m_used[player] = TRUE;
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m_mode[player] = CROSSHAIR_VISIBILITY_DEFAULT;
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m_visible[player] = (CROSSHAIR_VISIBILITY_DEFAULT == CROSSHAIR_VISIBILITY_OFF) ? FALSE : TRUE;
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/* for now, use the main screen */
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global.screen[player] = machine.first_screen();
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m_screen[player] = machine.first_screen();
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create_bitmap(machine, player);
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create_bitmap(player);
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}
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/* register callbacks for when we load/save configurations */
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if (global.usage)
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machine.configuration().config_register("crosshairs", config_saveload_delegate(FUNC(crosshair_load), &machine), config_saveload_delegate(FUNC(crosshair_save), &machine));
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if (m_usage)
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machine.configuration().config_register("crosshairs", config_saveload_delegate(FUNC(crosshair_manager::config_load), this), config_saveload_delegate(FUNC(crosshair_manager::config_save), this));
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/* register the animation callback */
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if (machine.first_screen() != nullptr)
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machine.first_screen()->register_vblank_callback(vblank_state_delegate(FUNC(animate), &machine));
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machine.first_screen()->register_vblank_callback(vblank_state_delegate(FUNC(crosshair_manager::animate), this));
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}
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/*-------------------------------------------------
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crosshair_exit - free memory allocated for
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the crosshairs
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exit - free memory allocated for
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the crosshairs
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-------------------------------------------------*/
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static void crosshair_exit(running_machine &machine)
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void crosshair_manager::exit()
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{
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/* free bitmaps and textures for each player */
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for (int player = 0; player < MAX_PLAYERS; player++)
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{
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machine.render().texture_free(global.texture[player]);
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global.texture[player] = nullptr;
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machine().render().texture_free(m_texture[player]);
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m_texture[player] = nullptr;
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global_free(global.bitmap[player]);
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global.bitmap[player] = nullptr;
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global_free(m_bitmap[player]);
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m_bitmap[player] = nullptr;
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}
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}
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/*-------------------------------------------------
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crosshair_get_usage - return TRUE
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if any crosshairs are used
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create_bitmap - create the rendering
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structures for the given player
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-------------------------------------------------*/
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int crosshair_get_usage(running_machine &machine)
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void crosshair_manager::create_bitmap(int player)
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{
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return global.usage;
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int x, y;
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char filename[20];
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rgb_t color = crosshair_colors[player];
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/* if we have a bitmap and texture for this player, kill it */
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if (m_bitmap[player] == nullptr) {
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m_bitmap[player] = global_alloc(bitmap_argb32);
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m_texture[player] = machine().render().texture_alloc(render_texture::hq_scale);
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}
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emu_file crossfile(machine().options().crosshair_path(), OPEN_FLAG_READ);
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if (m_name[player][0] != 0)
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{
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/* look for user specified file */
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sprintf(filename, "%s.png", m_name[player]);
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render_load_png(*m_bitmap[player], crossfile, nullptr, filename);
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}
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else
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{
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/* look for default cross?.png in crsshair\game dir */
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sprintf(filename, "cross%d.png", player + 1);
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render_load_png(*m_bitmap[player], crossfile, machine().system().name, filename);
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/* look for default cross?.png in crsshair dir */
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if (!m_bitmap[player]->valid())
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render_load_png(*m_bitmap[player], crossfile, nullptr, filename);
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}
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/* if that didn't work, use the built-in one */
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if (!m_bitmap[player]->valid())
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{
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/* allocate a blank bitmap to start with */
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m_bitmap[player]->allocate(CROSSHAIR_RAW_SIZE, CROSSHAIR_RAW_SIZE);
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m_bitmap[player]->fill(rgb_t(0x00,0xff,0xff,0xff));
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/* extract the raw source data to it */
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for (y = 0; y < CROSSHAIR_RAW_SIZE / 2; y++)
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{
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/* assume it is mirrored vertically */
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UINT32 *dest0 = &m_bitmap[player]->pix32(y);
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UINT32 *dest1 = &m_bitmap[player]->pix32(CROSSHAIR_RAW_SIZE - 1 - y);
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/* extract to two rows simultaneously */
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for (x = 0; x < CROSSHAIR_RAW_SIZE; x++)
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if ((crosshair_raw_top[y * CROSSHAIR_RAW_ROWBYTES + x / 8] << (x % 8)) & 0x80)
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dest0[x] = dest1[x] = rgb_t(0xff,0x00,0x00,0x00) | color;
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}
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}
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/* reference the new bitmap */
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m_texture[player]->set_bitmap(*m_bitmap[player], m_bitmap[player]->cliprect(), TEXFORMAT_ARGB32);
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}
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/*-------------------------------------------------
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crosshair_get_user_settings - return the
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get_user_settings - return the
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current crosshair settings for a player
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Note: auto_time is common for all players
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-------------------------------------------------*/
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void crosshair_get_user_settings(running_machine &machine, UINT8 player, crosshair_user_settings *settings)
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void crosshair_manager::get_user_settings(UINT8 player, crosshair_user_settings *settings)
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{
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settings->auto_time = global.auto_time;
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settings->used = global.used[player];
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settings->mode = global.mode[player];
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strcpy(settings->name, global.name[player]);
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settings->auto_time = m_auto_time;
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settings->used = m_used[player];
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settings->mode = m_mode[player];
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strcpy(settings->name, m_name[player]);
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}
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/*-------------------------------------------------
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crosshair_set_user_settings - modify the
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set_user_settings - modify the
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current crosshair settings for a player
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Note: auto_time is common for all players
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-------------------------------------------------*/
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void crosshair_set_user_settings(running_machine &machine, UINT8 player, crosshair_user_settings *settings)
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void crosshair_manager::set_user_settings(UINT8 player, crosshair_user_settings *settings)
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{
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global.auto_time = settings->auto_time;
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global.used[player] = settings->used;
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global.mode[player] = settings->mode;
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m_auto_time = settings->auto_time;
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m_used[player] = settings->used;
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m_mode[player] = settings->mode;
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/* set visibility as specified by mode */
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/* auto mode starts with visibility off */
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global.visible[player] = (settings->mode == CROSSHAIR_VISIBILITY_ON) ? TRUE : FALSE;
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m_visible[player] = (settings->mode == CROSSHAIR_VISIBILITY_ON) ? TRUE : FALSE;
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/* update bitmap if name has changed */
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int changed = strcmp(settings->name, global.name[player]);
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strcpy(global.name[player], settings->name);
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int changed = strcmp(settings->name, m_name[player]);
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strcpy(m_name[player], settings->name);
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if (changed != 0)
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create_bitmap(machine, player);
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create_bitmap(player);
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}
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@ -321,7 +263,7 @@ void crosshair_set_user_settings(running_machine &machine, UINT8 player, crossha
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animate - animates the crosshair once a frame
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-------------------------------------------------*/
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static void animate(running_machine &machine, screen_device &device, bool vblank_state)
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void crosshair_manager::animate(screen_device &device, bool vblank_state)
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{
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int player;
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@ -330,30 +272,30 @@ static void animate(running_machine &machine, screen_device &device, bool vblank
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return;
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/* increment animation counter */
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global.animation_counter += 0x08;
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m_animation_counter += 0x08;
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/* compute a fade factor from the current animation value */
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if (global.animation_counter < 0x80)
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global.fade = 0xa0 + (0x60 * ( global.animation_counter & 0x7f) / 0x80);
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if (m_animation_counter < 0x80)
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m_fade = 0xa0 + (0x60 * ( m_animation_counter & 0x7f) / 0x80);
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else
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global.fade = 0xa0 + (0x60 * (~global.animation_counter & 0x7f) / 0x80);
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m_fade = 0xa0 + (0x60 * (~m_animation_counter & 0x7f) / 0x80);
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for (player = 0; player < MAX_PLAYERS; player++)
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{
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/* read all the lightgun values */
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if (global.used[player])
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device.machine().ioport().crosshair_position(player, global.x[player], global.y[player]);
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if (m_used[player])
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device.machine().ioport().crosshair_position(player, m_x[player], m_y[player]);
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/* auto visibility */
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if (global.mode[player] == CROSSHAIR_VISIBILITY_AUTO)
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if (m_mode[player] == CROSSHAIR_VISIBILITY_AUTO)
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{
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if ((global.x[player] != global.last_x[player]) || (global.y[player] != global.last_y[player]))
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if ((m_x[player] != m_last_x[player]) || (m_y[player] != m_last_y[player]))
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{
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/* crosshair has moved, keep crosshair visible */
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global.visible[player] = TRUE;
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global.last_x[player] = global.x[player];
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global.last_y[player] = global.y[player];
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global.time[player] = 0;
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m_visible[player] = TRUE;
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m_last_x[player] = m_x[player];
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m_last_y[player] = m_y[player];
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m_time[player] = 0;
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}
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else
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{
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@ -361,12 +303,12 @@ static void animate(running_machine &machine, screen_device &device, bool vblank
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/* slightly confusing formula, but the effect is: */
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/* auto_time = 0 makes the crosshair barely visible while moved */
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/* every increment in auto_time is about .2s at 60Hz */
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if (global.time[player] > global.auto_time * 12 + 2)
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if (m_time[player] > m_auto_time * 12 + 2)
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/* time exceeded so turn crosshair invisible */
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global.visible[player] = FALSE;
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m_visible[player] = FALSE;
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/* increment player visibility time */
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global.time[player]++;
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m_time[player]++;
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}
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}
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}
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@ -374,45 +316,33 @@ static void animate(running_machine &machine, screen_device &device, bool vblank
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/*-------------------------------------------------
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crosshair_render - render the crosshairs
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render - render the crosshairs
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for the given screen
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-------------------------------------------------*/
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void crosshair_render(screen_device &screen)
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void crosshair_manager::render(screen_device &screen)
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{
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int player;
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for (player = 0; player < MAX_PLAYERS; player++)
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/* draw if visible and the right screen */
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if (global.visible[player] &&
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((global.screen[player] == &screen) || (global.screen[player] == CROSSHAIR_SCREEN_ALL)))
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if (m_visible[player] &&
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((m_screen[player] == &screen) || (m_screen[player] == CROSSHAIR_SCREEN_ALL)))
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{
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/* add a quad assuming a 4:3 screen (this is not perfect) */
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screen.container().add_quad(global.x[player] - 0.03f, global.y[player] - 0.04f,
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global.x[player] + 0.03f, global.y[player] + 0.04f,
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rgb_t(0xc0, global.fade, global.fade, global.fade),
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global.texture[player], PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA));
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screen.container().add_quad(m_x[player] - 0.03f, m_y[player] - 0.04f,
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m_x[player] + 0.03f, m_y[player] + 0.04f,
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rgb_t(0xc0, m_fade, m_fade, m_fade),
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m_texture[player], PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA));
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}
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}
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/*-------------------------------------------------
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crosshair_set_screen - sets the screen(s) for a
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given player's crosshair
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-------------------------------------------------*/
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||||
|
||||
void crosshair_set_screen(running_machine &machine, int player, screen_device *screen)
|
||||
{
|
||||
global.screen[player] = screen;
|
||||
}
|
||||
|
||||
|
||||
/*-------------------------------------------------
|
||||
crosshair_load - read and apply data from the
|
||||
config_load - read and apply data from the
|
||||
configuration file
|
||||
-------------------------------------------------*/
|
||||
|
||||
static void crosshair_load(running_machine &machine, config_type cfg_type, xml_data_node *parentnode)
|
||||
void crosshair_manager::config_load(config_type cfg_type, xml_data_node *parentnode)
|
||||
{
|
||||
/* Note: crosshair_load() is only registered if croshairs are used */
|
||||
|
||||
@ -436,22 +366,22 @@ static void crosshair_load(running_machine &machine, config_type cfg_type, xml_d
|
||||
|
||||
/* check to make sure we have a valid player */
|
||||
/* also check if the player really uses a crosshair */
|
||||
if (player >=0 && player < MAX_PLAYERS && global.used[player])
|
||||
if (player >=0 && player < MAX_PLAYERS && m_used[player])
|
||||
{
|
||||
/* get, check, and store visibility mode */
|
||||
mode = xml_get_attribute_int(crosshairnode, "mode", CROSSHAIR_VISIBILITY_DEFAULT);
|
||||
if (mode >= CROSSHAIR_VISIBILITY_OFF && mode <= CROSSHAIR_VISIBILITY_AUTO)
|
||||
{
|
||||
global.mode[player] = (UINT8)mode;
|
||||
m_mode[player] = (UINT8)mode;
|
||||
/* set visibility as specified by mode */
|
||||
/* auto mode starts with visibility off */
|
||||
global.visible[player] = (mode == CROSSHAIR_VISIBILITY_ON) ? TRUE : FALSE;
|
||||
m_visible[player] = (mode == CROSSHAIR_VISIBILITY_ON) ? TRUE : FALSE;
|
||||
}
|
||||
|
||||
/* get and store crosshair pic name, truncate name to max length */
|
||||
strncpy(global.name[player], xml_get_attribute_string(crosshairnode, "pic", ""), CROSSHAIR_PIC_NAME_LENGTH);
|
||||
strncpy(m_name[player], xml_get_attribute_string(crosshairnode, "pic", ""), CROSSHAIR_PIC_NAME_LENGTH);
|
||||
/* update bitmap */
|
||||
create_bitmap(machine, player);
|
||||
create_bitmap(player);
|
||||
}
|
||||
}
|
||||
|
||||
@ -461,17 +391,17 @@ static void crosshair_load(running_machine &machine, config_type cfg_type, xml_d
|
||||
{
|
||||
auto_time = xml_get_attribute_int(crosshairnode, "val", CROSSHAIR_VISIBILITY_AUTOTIME_DEFAULT);
|
||||
if ((auto_time >= CROSSHAIR_VISIBILITY_AUTOTIME_MIN) && (auto_time <= CROSSHAIR_VISIBILITY_AUTOTIME_MAX))
|
||||
global.auto_time = (UINT8)auto_time;
|
||||
m_auto_time = (UINT8)auto_time;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*-------------------------------------------------
|
||||
crosshair_save - save data to the
|
||||
config_save - save data to the
|
||||
configuration file
|
||||
-------------------------------------------------*/
|
||||
|
||||
static void crosshair_save(running_machine &machine, config_type cfg_type, xml_data_node *parentnode)
|
||||
void crosshair_manager::config_save(config_type cfg_type, xml_data_node *parentnode)
|
||||
{
|
||||
/* Note: crosshair_save() is only registered if crosshairs are used */
|
||||
|
||||
@ -484,7 +414,7 @@ static void crosshair_save(running_machine &machine, config_type cfg_type, xml_d
|
||||
|
||||
for (player = 0; player < MAX_PLAYERS; player++)
|
||||
{
|
||||
if (global.used[player])
|
||||
if (m_used[player])
|
||||
{
|
||||
/* create a node */
|
||||
crosshairnode = xml_add_child(parentnode, "crosshair", nullptr);
|
||||
@ -495,16 +425,16 @@ static void crosshair_save(running_machine &machine, config_type cfg_type, xml_d
|
||||
|
||||
xml_set_attribute_int(crosshairnode, "player", player);
|
||||
|
||||
if (global.visible[player] != CROSSHAIR_VISIBILITY_DEFAULT)
|
||||
if (m_visible[player] != CROSSHAIR_VISIBILITY_DEFAULT)
|
||||
{
|
||||
xml_set_attribute_int(crosshairnode, "mode", global.mode[player]);
|
||||
xml_set_attribute_int(crosshairnode, "mode", m_mode[player]);
|
||||
changed = TRUE;
|
||||
}
|
||||
|
||||
/* the default graphic name is "", so only save if not */
|
||||
if (*(global.name[player]) != 0)
|
||||
if (*(m_name[player]) != 0)
|
||||
{
|
||||
xml_set_attribute(crosshairnode, "pic", global.name[player]);
|
||||
xml_set_attribute(crosshairnode, "pic", m_name[player]);
|
||||
changed = TRUE;
|
||||
}
|
||||
|
||||
@ -516,13 +446,13 @@ static void crosshair_save(running_machine &machine, config_type cfg_type, xml_d
|
||||
}
|
||||
|
||||
/* always store autotime so that it stays at the user value if it is needed */
|
||||
if (global.auto_time != CROSSHAIR_VISIBILITY_AUTOTIME_DEFAULT)
|
||||
if (m_auto_time != CROSSHAIR_VISIBILITY_AUTOTIME_DEFAULT)
|
||||
{
|
||||
/* create a node */
|
||||
crosshairnode = xml_add_child(parentnode, "autotime", nullptr);
|
||||
|
||||
if (crosshairnode != nullptr)
|
||||
xml_set_attribute_int(crosshairnode, "val", global.auto_time);
|
||||
xml_set_attribute_int(crosshairnode, "val", m_auto_time);
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -50,28 +50,57 @@ struct crosshair_user_settings
|
||||
};
|
||||
|
||||
|
||||
// ======================> crosshair_manager
|
||||
|
||||
/***************************************************************************
|
||||
FUNCTION PROTOTYPES
|
||||
***************************************************************************/
|
||||
class crosshair_manager
|
||||
{
|
||||
public:
|
||||
// construction/destruction
|
||||
crosshair_manager(running_machine &machine);
|
||||
|
||||
/* initializes the crosshair system */
|
||||
void crosshair_init(running_machine &machine);
|
||||
/* draws crosshair(s) in a given screen, if necessary */
|
||||
void render(screen_device &screen);
|
||||
|
||||
/* draws crosshair(s) in a given screen, if necessary */
|
||||
void crosshair_render(screen_device &screen);
|
||||
/* sets the screen(s) for a given player's crosshair */
|
||||
void set_screen(int player, screen_device *screen) { m_screen[player] = screen; }
|
||||
|
||||
/* sets the screen(s) for a given player's crosshair */
|
||||
void crosshair_set_screen(running_machine &machine, int player, screen_device *screen);
|
||||
/* return TRUE if any crosshairs are used */
|
||||
int get_usage() { return m_usage; }
|
||||
|
||||
/* return TRUE if any crosshairs are used */
|
||||
int crosshair_get_usage(running_machine &machine);
|
||||
/* return the current crosshair settings for the given player */
|
||||
void get_user_settings(UINT8 player, crosshair_user_settings *settings);
|
||||
|
||||
/* return the current crosshair settings for the given player */
|
||||
void crosshair_get_user_settings(running_machine &machine, UINT8 player, crosshair_user_settings *settings);
|
||||
/* modify the current crosshair settings for the given player */
|
||||
void set_user_settings(UINT8 player, crosshair_user_settings *settings);
|
||||
// getters
|
||||
running_machine &machine() const { return m_machine; }
|
||||
private:
|
||||
void create_bitmap(int player);
|
||||
void exit();
|
||||
void animate(screen_device &device, bool vblank_state);
|
||||
|
||||
/* modify the current crosshair settings for the given player */
|
||||
void crosshair_set_user_settings(running_machine &machine, UINT8 player, crosshair_user_settings *settings);
|
||||
void config_load(config_type cfg_type, xml_data_node *parentnode);
|
||||
void config_save(config_type cfg_type, xml_data_node *parentnode);
|
||||
|
||||
// internal state
|
||||
running_machine & m_machine; // reference to our machine
|
||||
|
||||
UINT8 m_usage; /* true if any crosshairs are used */
|
||||
UINT8 m_used[MAX_PLAYERS]; /* usage per player */
|
||||
UINT8 m_mode[MAX_PLAYERS]; /* visibility mode per player */
|
||||
UINT8 m_visible[MAX_PLAYERS]; /* visibility per player */
|
||||
bitmap_argb32 * m_bitmap[MAX_PLAYERS]; /* bitmap per player */
|
||||
render_texture * m_texture[MAX_PLAYERS]; /* texture per player */
|
||||
screen_device * m_screen[MAX_PLAYERS]; /* the screen on which this player's crosshair is drawn */
|
||||
float m_x[MAX_PLAYERS]; /* current X position */
|
||||
float m_y[MAX_PLAYERS]; /* current Y position */
|
||||
float m_last_x[MAX_PLAYERS]; /* last X position */
|
||||
float m_last_y[MAX_PLAYERS]; /* last Y position */
|
||||
UINT8 m_fade; /* color fading factor */
|
||||
UINT8 m_animation_counter; /* animation frame index */
|
||||
UINT16 m_auto_time; /* time in seconds to turn invisible */
|
||||
UINT16 m_time[MAX_PLAYERS]; /* time since last movement */
|
||||
char m_name[MAX_PLAYERS][CROSSHAIR_PIC_NAME_LENGTH + 1]; /* name of crosshair png file */
|
||||
};
|
||||
|
||||
#endif /* __CRSSHAIR_H__ */
|
||||
|
@ -266,7 +266,7 @@ void running_machine::start()
|
||||
// initialize image devices
|
||||
image_init(*this);
|
||||
m_tilemap = std::make_unique<tilemap_manager>(*this);
|
||||
crosshair_init(*this);
|
||||
m_crosshair = make_unique_clear<crosshair_manager>(*this);
|
||||
m_network = std::make_unique<network_manager>(*this);
|
||||
|
||||
// initialize the debugger
|
||||
|
@ -90,6 +90,7 @@ class bookkeeping_manager;
|
||||
class configuration_manager;
|
||||
class output_manager;
|
||||
class ui_input_manager;
|
||||
class crosshair_manager;
|
||||
class osd_interface;
|
||||
enum class config_type;
|
||||
|
||||
@ -173,6 +174,7 @@ public:
|
||||
output_manager &output() const { assert(m_output != nullptr); return *m_output; }
|
||||
ui_manager &ui() const { assert(m_ui != nullptr); return *m_ui; }
|
||||
ui_input_manager &ui_input() const { assert(m_ui_input != nullptr); return *m_ui_input; }
|
||||
crosshair_manager &crosshair() const { assert(m_crosshair != nullptr); return *m_crosshair; }
|
||||
tilemap_manager &tilemap() const { assert(m_tilemap != nullptr); return *m_tilemap; }
|
||||
debug_view_manager &debug_view() const { assert(m_debug_view != nullptr); return *m_debug_view; }
|
||||
driver_device *driver_data() const { return &downcast<driver_device &>(root_device()); }
|
||||
@ -290,6 +292,7 @@ private:
|
||||
std::unique_ptr<bookkeeping_manager> m_bookkeeping;// internal data from bookkeeping.c
|
||||
std::unique_ptr<configuration_manager> m_configuration; // internal data from config.c
|
||||
std::unique_ptr<output_manager> m_output; // internal data from output.c
|
||||
std::unique_ptr<crosshair_manager> m_crosshair; // internal data from crsshair.c
|
||||
|
||||
// system state
|
||||
machine_phase m_current_phase; // current execution phase
|
||||
|
@ -125,7 +125,7 @@ void ui_menu_main::populate()
|
||||
item_append("Video Options", nullptr, 0, (machine().render().target_by_index(1) != nullptr) ? (void *)VIDEO_TARGETS : (void *)VIDEO_OPTIONS);
|
||||
|
||||
/* add crosshair options menu */
|
||||
if (crosshair_get_usage(machine()))
|
||||
if (machine().crosshair().get_usage())
|
||||
item_append("Crosshair Options", nullptr, 0, (void *)CROSSHAIR);
|
||||
|
||||
/* add cheat menu */
|
||||
|
@ -288,7 +288,7 @@ void ui_menu_crosshair::handle()
|
||||
int newval = data->cur;
|
||||
|
||||
/* retreive the user settings */
|
||||
crosshair_get_user_settings(machine(), data->player, &settings);
|
||||
machine().crosshair().get_user_settings(data->player, &settings);
|
||||
|
||||
switch (menu_event->iptkey)
|
||||
{
|
||||
@ -360,7 +360,7 @@ void ui_menu_crosshair::handle()
|
||||
if (changed)
|
||||
{
|
||||
/* save the user settings */
|
||||
crosshair_set_user_settings(machine(), data->player, &settings);
|
||||
machine().crosshair().set_user_settings(data->player, &settings);
|
||||
|
||||
/* rebuild the menu */
|
||||
reset(UI_MENU_RESET_REMEMBER_POSITION);
|
||||
@ -391,7 +391,7 @@ void ui_menu_crosshair::populate()
|
||||
for (player = 0; player < MAX_PLAYERS; player++)
|
||||
{
|
||||
/* get the user settings */
|
||||
crosshair_get_user_settings(machine(), player, &settings);
|
||||
machine().crosshair().get_user_settings(player, &settings);
|
||||
|
||||
/* add menu items for usable crosshairs */
|
||||
if (settings.used)
|
||||
@ -502,7 +502,7 @@ void ui_menu_crosshair::populate()
|
||||
if (use_auto)
|
||||
{
|
||||
/* any player can be used to get the autotime */
|
||||
crosshair_get_user_settings(machine(), 0, &settings);
|
||||
machine().crosshair().get_user_settings(0, &settings);
|
||||
|
||||
/* CROSSHAIR_ITEM_AUTO_TIME - allocate a data item and fill it */
|
||||
data = (crosshair_item_data *)m_pool_alloc(sizeof(*data));
|
||||
|
@ -676,7 +676,7 @@ bool video_manager::finish_screen_updates()
|
||||
|
||||
// draw any crosshairs
|
||||
for (screen_device *screen = iter.first(); screen != nullptr; screen = iter.next())
|
||||
crosshair_render(*screen);
|
||||
machine().crosshair().render(*screen);
|
||||
|
||||
return anything_changed;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user