Merge pull request #1073 from ajrhacker/render_crosshair

Crosshair refactoring (nw)
This commit is contained in:
R. Belmont 2016-07-16 06:07:11 -04:00 committed by GitHub
commit bc33ee65c4
6 changed files with 310 additions and 243 deletions

View File

@ -95,6 +95,183 @@ static const rgb_t crosshair_colors[] =
rgb_t(0xff,0xff,0xff)
};
//**************************************************************************
// RENDER CROSSHAIR
//**************************************************************************
//-------------------------------------------------
// render_crosshair - constructor
//-------------------------------------------------
render_crosshair::render_crosshair(running_machine &machine, int player)
: m_machine(machine)
, m_player(player)
, m_used(false)
, m_mode(CROSSHAIR_VISIBILITY_OFF)
, m_visible(false)
, m_texture(nullptr)
, m_x(0.0f)
, m_y(0.0f)
, m_last_x(0.0f)
, m_last_y(0.0f)
, m_time(0)
{
// for now, use the main screen
m_screen = machine.first_screen();
}
//-------------------------------------------------
// render_crosshair - destructor
//-------------------------------------------------
render_crosshair::~render_crosshair()
{
m_machine.render().texture_free(m_texture);
}
//-------------------------------------------------
// set_bitmap_name - change the bitmap name
//-------------------------------------------------
void render_crosshair::set_bitmap_name(const char *name)
{
// update bitmap if name has changed
bool changed = name != m_name;
m_name = name;
if (changed)
create_bitmap();
}
//-------------------------------------------------
// set_default_bitmap - reset to default bitmap
//-------------------------------------------------
void render_crosshair::set_default_bitmap()
{
// update bitmap if name has changed
bool changed = !m_name.empty();
m_name.clear();
if (changed || m_bitmap == nullptr)
create_bitmap();
}
//-------------------------------------------------
// create_bitmap - create the rendering
// structures for the given player
//-------------------------------------------------
void render_crosshair::create_bitmap()
{
int x, y;
rgb_t color = m_player < ARRAY_LENGTH(crosshair_colors) ? crosshair_colors[m_player] : rgb_t::white;
// if we have a bitmap and texture for this player, kill it
if (m_bitmap == nullptr)
{
m_bitmap = std::make_unique<bitmap_argb32>();
m_texture = m_machine.render().texture_alloc(render_texture::hq_scale);
}
emu_file crossfile(m_machine.options().crosshair_path(), OPEN_FLAG_READ);
if (!m_name.empty())
{
// look for user specified file
std::string filename = m_name + ".png";
render_load_png(*m_bitmap, crossfile, nullptr, filename.c_str());
}
else
{
// look for default cross?.png in crsshair/game dir
std::string filename = string_format("cross%d.png", m_player + 1);
render_load_png(*m_bitmap, crossfile, m_machine.system().name, filename.c_str());
// look for default cross?.png in crsshair dir
if (!m_bitmap->valid())
render_load_png(*m_bitmap, crossfile, nullptr, filename.c_str());
}
/* if that didn't work, use the built-in one */
if (!m_bitmap->valid())
{
/* allocate a blank bitmap to start with */
m_bitmap->allocate(CROSSHAIR_RAW_SIZE, CROSSHAIR_RAW_SIZE);
m_bitmap->fill(rgb_t(0x00,0xff,0xff,0xff));
/* extract the raw source data to it */
for (y = 0; y < CROSSHAIR_RAW_SIZE / 2; y++)
{
/* assume it is mirrored vertically */
UINT32 *dest0 = &m_bitmap->pix32(y);
UINT32 *dest1 = &m_bitmap->pix32(CROSSHAIR_RAW_SIZE - 1 - y);
/* extract to two rows simultaneously */
for (x = 0; x < CROSSHAIR_RAW_SIZE; x++)
if ((crosshair_raw_top[y * CROSSHAIR_RAW_ROWBYTES + x / 8] << (x % 8)) & 0x80)
dest0[x] = dest1[x] = rgb_t(0xff,0x00,0x00,0x00) | color;
}
}
/* reference the new bitmap */
m_texture->set_bitmap(*m_bitmap, m_bitmap->cliprect(), TEXFORMAT_ARGB32);
}
//-------------------------------------------------
// animate - update the crosshair state
//-------------------------------------------------
void render_crosshair::animate(UINT16 auto_time)
{
// read all the port values
if (m_used)
m_machine.ioport().crosshair_position(m_player, m_x, m_y);
// auto visibility
if (m_mode == CROSSHAIR_VISIBILITY_AUTO)
{
if ((m_x != m_last_x) || (m_y != m_last_y))
{
// crosshair has moved, keep crosshair visible
m_visible = true;
m_last_x = m_x;
m_last_y = m_y;
m_time = 0;
}
else
{
// see if the player has been motionless for time specified
// slightly confusing formula, but the effect is:
// auto_time = 0 makes the crosshair barely visible while moved
// every increment in auto_time is about .2s at 60Hz
if (m_time > auto_time * 12 + 2)
// time exceeded so turn crosshair invisible
m_visible = false;
// increment player visibility time
m_time++;
}
}
}
//-------------------------------------------------
// draw - render the crosshair to the container
//-------------------------------------------------
void render_crosshair::draw(render_container &container, UINT8 fade)
{
// add a quad assuming a 4:3 screen (this is not perfect)
container.add_quad(m_x - 0.03f, m_y - 0.04f, m_x + 0.03f, m_y + 0.04f,
rgb_t(0xc0, fade, fade, fade),
m_texture, PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA));
}
//**************************************************************************
// CROSSHAIR MANAGER
//**************************************************************************
@ -105,12 +282,15 @@ static const rgb_t crosshair_colors[] =
crosshair_manager::crosshair_manager(running_machine &machine)
: m_machine(machine)
, m_usage(false)
, m_animation_counter(0)
, m_auto_time(CROSSHAIR_VISIBILITY_AUTOTIME_DEFAULT)
{
/* request a callback upon exiting */
machine.add_notifier(MACHINE_NOTIFY_EXIT, machine_notify_delegate(FUNC(crosshair_manager::exit), this));
/* setup the default auto visibility time */
m_auto_time = CROSSHAIR_VISIBILITY_AUTOTIME_DEFAULT;
for (int player = 0; player < MAX_PLAYERS; player++)
m_crosshair[player] = std::make_unique<render_crosshair>(machine, player);
/* determine who needs crosshairs */
for (auto &port : machine.ioport().ports())
@ -122,15 +302,11 @@ crosshair_manager::crosshair_manager(running_machine &machine)
assert(player < MAX_PLAYERS);
/* mark as used and set the default visibility and mode */
m_usage = TRUE;
m_used[player] = TRUE;
m_mode[player] = CROSSHAIR_VISIBILITY_DEFAULT;
m_visible[player] = (CROSSHAIR_VISIBILITY_DEFAULT == CROSSHAIR_VISIBILITY_OFF) ? FALSE : TRUE;
/* for now, use the main screen */
m_screen[player] = machine.first_screen();
create_bitmap(player);
m_usage = true;
m_crosshair[player]->set_used(true);
m_crosshair[player]->set_mode(CROSSHAIR_VISIBILITY_DEFAULT);
m_crosshair[player]->set_visible(CROSSHAIR_VISIBILITY_DEFAULT != CROSSHAIR_VISIBILITY_OFF);
m_crosshair[player]->set_default_bitmap();
}
/* register callbacks for when we load/save configurations */
@ -151,109 +327,7 @@ void crosshair_manager::exit()
{
/* free bitmaps and textures for each player */
for (int player = 0; player < MAX_PLAYERS; player++)
{
machine().render().texture_free(m_texture[player]);
m_texture[player] = nullptr;
m_bitmap[player] = nullptr;
}
}
/*-------------------------------------------------
create_bitmap - create the rendering
structures for the given player
-------------------------------------------------*/
void crosshair_manager::create_bitmap(int player)
{
int x, y;
char filename[20];
rgb_t color = crosshair_colors[player];
/* if we have a bitmap and texture for this player, kill it */
if (m_bitmap[player] == nullptr) {
m_bitmap[player] = std::make_unique<bitmap_argb32>();
m_texture[player] = machine().render().texture_alloc(render_texture::hq_scale);
}
emu_file crossfile(machine().options().crosshair_path(), OPEN_FLAG_READ);
if (m_name[player][0] != 0)
{
/* look for user specified file */
sprintf(filename, "%s.png", m_name[player]);
render_load_png(*m_bitmap[player], crossfile, nullptr, filename);
}
else
{
/* look for default cross?.png in crsshair\game dir */
sprintf(filename, "cross%d.png", player + 1);
render_load_png(*m_bitmap[player], crossfile, machine().system().name, filename);
/* look for default cross?.png in crsshair dir */
if (!m_bitmap[player]->valid())
render_load_png(*m_bitmap[player], crossfile, nullptr, filename);
}
/* if that didn't work, use the built-in one */
if (!m_bitmap[player]->valid())
{
/* allocate a blank bitmap to start with */
m_bitmap[player]->allocate(CROSSHAIR_RAW_SIZE, CROSSHAIR_RAW_SIZE);
m_bitmap[player]->fill(rgb_t(0x00,0xff,0xff,0xff));
/* extract the raw source data to it */
for (y = 0; y < CROSSHAIR_RAW_SIZE / 2; y++)
{
/* assume it is mirrored vertically */
UINT32 *dest0 = &m_bitmap[player]->pix32(y);
UINT32 *dest1 = &m_bitmap[player]->pix32(CROSSHAIR_RAW_SIZE - 1 - y);
/* extract to two rows simultaneously */
for (x = 0; x < CROSSHAIR_RAW_SIZE; x++)
if ((crosshair_raw_top[y * CROSSHAIR_RAW_ROWBYTES + x / 8] << (x % 8)) & 0x80)
dest0[x] = dest1[x] = rgb_t(0xff,0x00,0x00,0x00) | color;
}
}
/* reference the new bitmap */
m_texture[player]->set_bitmap(*m_bitmap[player], m_bitmap[player]->cliprect(), TEXFORMAT_ARGB32);
}
/*-------------------------------------------------
get_user_settings - return the
current crosshair settings for a player
Note: auto_time is common for all players
-------------------------------------------------*/
void crosshair_manager::get_user_settings(UINT8 player, crosshair_user_settings *settings)
{
settings->auto_time = m_auto_time;
settings->used = m_used[player];
settings->mode = m_mode[player];
strcpy(settings->name, m_name[player]);
}
/*-------------------------------------------------
set_user_settings - modify the
current crosshair settings for a player
Note: auto_time is common for all players
-------------------------------------------------*/
void crosshair_manager::set_user_settings(UINT8 player, crosshair_user_settings *settings)
{
m_auto_time = settings->auto_time;
m_used[player] = settings->used;
m_mode[player] = settings->mode;
/* set visibility as specified by mode */
/* auto mode starts with visibility off */
m_visible[player] = (settings->mode == CROSSHAIR_VISIBILITY_ON) ? TRUE : FALSE;
/* update bitmap if name has changed */
int changed = strcmp(settings->name, m_name[player]);
strcpy(m_name[player], settings->name);
if (changed != 0)
create_bitmap(player);
m_crosshair[player] = nullptr;
}
@ -279,37 +353,7 @@ void crosshair_manager::animate(screen_device &device, bool vblank_state)
m_fade = 0xa0 + (0x60 * (~m_animation_counter & 0x7f) / 0x80);
for (player = 0; player < MAX_PLAYERS; player++)
{
/* read all the lightgun values */
if (m_used[player])
device.machine().ioport().crosshair_position(player, m_x[player], m_y[player]);
/* auto visibility */
if (m_mode[player] == CROSSHAIR_VISIBILITY_AUTO)
{
if ((m_x[player] != m_last_x[player]) || (m_y[player] != m_last_y[player]))
{
/* crosshair has moved, keep crosshair visible */
m_visible[player] = TRUE;
m_last_x[player] = m_x[player];
m_last_y[player] = m_y[player];
m_time[player] = 0;
}
else
{
/* see if the player has been motionless for time specified */
/* slightly confusing formula, but the effect is: */
/* auto_time = 0 makes the crosshair barely visible while moved */
/* every increment in auto_time is about .2s at 60Hz */
if (m_time[player] > m_auto_time * 12 + 2)
/* time exceeded so turn crosshair invisible */
m_visible[player] = FALSE;
/* increment player visibility time */
m_time[player]++;
}
}
}
m_crosshair[player]->animate(m_auto_time);
}
@ -323,16 +367,13 @@ void crosshair_manager::render(screen_device &screen)
int player;
for (player = 0; player < MAX_PLAYERS; player++)
/* draw if visible and the right screen */
if (m_visible[player] &&
((m_screen[player] == &screen) || (m_screen[player] == CROSSHAIR_SCREEN_ALL)))
{
/* add a quad assuming a 4:3 screen (this is not perfect) */
screen.container().add_quad(m_x[player] - 0.03f, m_y[player] - 0.04f,
m_x[player] + 0.03f, m_y[player] + 0.04f,
rgb_t(0xc0, m_fade, m_fade, m_fade),
m_texture[player], PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA));
}
{
render_crosshair &crosshair = *m_crosshair[player];
// draw if visible and the right screen
if (crosshair.is_visible() && ((crosshair.screen() == &screen) || (crosshair.screen() == CROSSHAIR_SCREEN_ALL)))
crosshair.draw(screen.container(), m_fade);
}
}
/*-------------------------------------------------
@ -362,24 +403,26 @@ void crosshair_manager::config_load(config_type cfg_type, xml_data_node *parentn
player = xml_get_attribute_int(crosshairnode, "player", -1);
/* check to make sure we have a valid player */
/* also check if the player really uses a crosshair */
if (player >=0 && player < MAX_PLAYERS && m_used[player])
// check to make sure we have a valid player
if (player >= 0 && player < MAX_PLAYERS)
{
/* 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)
// check if the player really uses a crosshair
render_crosshair &crosshair = *m_crosshair[player];
if (crosshair.is_used())
{
m_mode[player] = (UINT8)mode;
/* set visibility as specified by mode */
/* auto mode starts with visibility off */
m_visible[player] = (mode == CROSSHAIR_VISIBILITY_ON) ? TRUE : FALSE;
}
// 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)
{
crosshair.set_mode((UINT8)mode);
/* set visibility as specified by mode */
/* auto mode starts with visibility off */
crosshair.set_visible(mode == CROSSHAIR_VISIBILITY_ON);
}
/* get and store crosshair pic name, truncate name to max length */
strncpy(m_name[player], xml_get_attribute_string(crosshairnode, "pic", ""), CROSSHAIR_PIC_NAME_LENGTH);
/* update bitmap */
create_bitmap(player);
// get and store crosshair pic name
crosshair.set_bitmap_name(xml_get_attribute_string(crosshairnode, "pic", ""));
}
}
}
@ -412,28 +455,30 @@ void crosshair_manager::config_save(config_type cfg_type, xml_data_node *parentn
for (player = 0; player < MAX_PLAYERS; player++)
{
if (m_used[player])
const render_crosshair &crosshair = *m_crosshair[player];
if (crosshair.is_used())
{
/* create a node */
crosshairnode = xml_add_child(parentnode, "crosshair", nullptr);
if (crosshairnode != nullptr)
{
int changed = FALSE;
bool changed = false;
xml_set_attribute_int(crosshairnode, "player", player);
if (m_visible[player] != CROSSHAIR_VISIBILITY_DEFAULT)
if (crosshair.mode() != CROSSHAIR_VISIBILITY_DEFAULT)
{
xml_set_attribute_int(crosshairnode, "mode", m_mode[player]);
changed = TRUE;
xml_set_attribute_int(crosshairnode, "mode", crosshair.mode());
changed = true;
}
/* the default graphic name is "", so only save if not */
if (*(m_name[player]) != 0)
// only save graphic name if not the default
if (*crosshair.bitmap_name() != '\0')
{
xml_set_attribute(crosshairnode, "pic", m_name[player]);
changed = TRUE;
xml_set_attribute(crosshairnode, "pic", crosshair.bitmap_name());
changed = true;
}
/* if nothing changed, kill the node */

View File

@ -31,22 +31,64 @@
#define CROSSHAIR_VISIBILITY_AUTOTIME_MAX 50
#define CROSSHAIR_VISIBILITY_AUTOTIME_DEFAULT 15
/* maximum crosshair pic filename size */
#define CROSSHAIR_PIC_NAME_LENGTH 12
/***************************************************************************
TYPE DEFINITIONS
***************************************************************************/
/* user-controllable settings for a player */
struct crosshair_user_settings
// ======================> render_crosshair
class render_crosshair
{
UINT8 used; /* is used */
UINT8 mode; /* visibility mode */
UINT8 auto_time; /* time in seconds to blank crosshair if no movement */
char name[CROSSHAIR_PIC_NAME_LENGTH + 1]; /* bitmap name */
public:
// construction/destruction
render_crosshair(running_machine &machine, int player);
~render_crosshair();
// getters
running_machine &machine() const { return m_machine; }
int player() const { return m_player; }
bool is_used() const { return m_used; }
UINT8 mode() const { return m_mode; }
bool is_visible() const { return m_visible; }
screen_device *screen() const { return m_screen; }
float x() const { return m_x; }
float y() const { return m_y; }
const char *bitmap_name() const { return m_name.c_str(); }
// setters
void set_used(bool used) { m_used = used; }
void set_mode(UINT8 mode) { m_mode = mode; }
void set_visible(bool visible) { m_visible = visible; }
void set_screen(screen_device *screen) { m_screen = screen; }
//void setxy(float x, float y);
void set_bitmap_name(const char *name);
void set_default_bitmap();
// updates
void animate(UINT16 auto_time);
void draw(render_container &container, UINT8 fade);
private:
// private helpers
void create_bitmap();
// private state
running_machine & m_machine; // reference to our machine
int m_player; // player number
bool m_used; // usage for this crosshair
UINT8 m_mode; // visibility mode for this crosshair
bool m_visible; // visibility for this crosshair
std::unique_ptr<bitmap_argb32> m_bitmap; // bitmap for this crosshair
render_texture * m_texture; // texture for this crosshair
screen_device * m_screen; // the screen on which this crosshair is drawn
float m_x; // current X position
float m_y; // current Y position
float m_last_x; // last X position
float m_last_y; // last Y position
UINT16 m_time; // time since last movement
std::string m_name; // name of png file
};
@ -61,21 +103,16 @@ public:
/* draws crosshair(s) in a given screen, if necessary */
void 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; }
// return true if any crosshairs are used
bool get_usage() const { return m_usage; }
/* return TRUE if any crosshairs are used */
int get_usage() const { return m_usage; }
/* return the current crosshair settings for the given player */
void get_user_settings(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; }
render_crosshair &get_crosshair(int player) const { assert(player >= 0 && player < MAX_PLAYERS); assert(m_crosshair[player] != nullptr); return *m_crosshair[player]; }
UINT16 auto_time() const { return m_auto_time; }
void set_auto_time(UINT16 auto_time) { m_auto_time = auto_time; }
private:
void create_bitmap(int player);
void exit();
void animate(screen_device &device, bool vblank_state);
@ -85,22 +122,11 @@ private:
// 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 */
std::unique_ptr<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 */
bool m_usage; // true if any crosshairs are used
std::unique_ptr<render_crosshair> m_crosshair[MAX_PLAYERS]; // per-player crosshair state
UINT8 m_fade; // color fading factor
UINT8 m_animation_counter; // animation frame index
UINT16 m_auto_time; // time in seconds to turn invisible
};
#endif /* __CRSSHAIR_H__ */

View File

@ -280,14 +280,13 @@ void menu_crosshair::handle()
/* handle events */
if (menu_event != nullptr && menu_event->itemref != nullptr)
{
crosshair_user_settings settings;
crosshair_item_data *data = (crosshair_item_data *)menu_event->itemref;
bool changed = false;
//int set_def = false;
int newval = data->cur;
/* retreive the user settings */
machine().crosshair().get_user_settings(data->player, &settings);
render_crosshair &crosshair = machine().crosshair().get_crosshair(data->player);
switch (menu_event->iptkey)
{
@ -321,13 +320,15 @@ void menu_crosshair::handle()
{
/* visibility state */
case CROSSHAIR_ITEM_VIS:
settings.mode = newval;
crosshair.set_mode(newval);
// set visibility as specified by mode - auto mode starts with visibility off
crosshair.set_visible(newval == CROSSHAIR_VISIBILITY_ON);
changed = true;
break;
/* auto time */
case CROSSHAIR_ITEM_AUTO_TIME:
settings.auto_time = newval;
machine().crosshair().set_auto_time(newval);
changed = true;
break;
}
@ -339,18 +340,17 @@ void menu_crosshair::handle()
switch (menu_event->iptkey)
{
case IPT_UI_SELECT:
/* clear the name string to reset to default crosshair */
settings.name[0] = 0;
crosshair.set_default_bitmap();
changed = true;
break;
case IPT_UI_LEFT:
strcpy(settings.name, data->last_name);
crosshair.set_bitmap_name(data->last_name);
changed = true;
break;
case IPT_UI_RIGHT:
strcpy(settings.name, data->next_name);
crosshair.set_bitmap_name(data->next_name);
changed = true;
break;
}
@ -358,9 +358,6 @@ void menu_crosshair::handle()
if (changed)
{
/* save the user settings */
machine().crosshair().set_user_settings(data->player, &settings);
/* rebuild the menu */
reset(reset_options::REMEMBER_POSITION);
}
@ -379,7 +376,6 @@ menu_crosshair::menu_crosshair(mame_ui_manager &mui, render_container &container
void menu_crosshair::populate()
{
crosshair_user_settings settings;
crosshair_item_data *data;
char temp_text[16];
int player;
@ -390,16 +386,16 @@ void menu_crosshair::populate()
for (player = 0; player < MAX_PLAYERS; player++)
{
/* get the user settings */
machine().crosshair().get_user_settings(player, &settings);
render_crosshair &crosshair = machine().crosshair().get_crosshair(player);
/* add menu items for usable crosshairs */
if (settings.used)
if (crosshair.is_used())
{
/* Make sure to keep these matched to the CROSSHAIR_VISIBILITY_xxx types */
static const char *const vis_text[] = { "Off", "On", "Auto" };
/* track if we need the auto time menu */
if (settings.mode == CROSSHAIR_VISIBILITY_AUTO) use_auto = true;
if (crosshair.mode() == CROSSHAIR_VISIBILITY_AUTO) use_auto = true;
/* CROSSHAIR_ITEM_VIS - allocate a data item and fill it */
data = (crosshair_item_data *)m_pool_alloc(sizeof(*data));
@ -408,7 +404,7 @@ void menu_crosshair::populate()
data->min = CROSSHAIR_VISIBILITY_OFF;
data->max = CROSSHAIR_VISIBILITY_AUTO;
data->defvalue = CROSSHAIR_VISIBILITY_DEFAULT;
data->cur = settings.mode;
data->cur = crosshair.mode();
/* put on arrows */
if (data->cur > data->min)
@ -418,7 +414,7 @@ void menu_crosshair::populate()
/* add CROSSHAIR_ITEM_VIS menu */
sprintf(temp_text, "P%d Visibility", player + 1);
item_append(temp_text, vis_text[settings.mode], flags, data);
item_append(temp_text, vis_text[crosshair.mode()], flags, data);
/* CROSSHAIR_ITEM_PIC - allocate a data item and fill it */
data = (crosshair_item_data *)m_pool_alloc(sizeof(*data));
@ -438,7 +434,7 @@ void menu_crosshair::populate()
bool found = false;
/* if we are using the default, then we just need to find the first in the list */
if (*(settings.name) == 0)
if (*crosshair.bitmap_name() == '\0')
using_default = true;
/* look for the current name, then remember the name before */
@ -460,7 +456,7 @@ void menu_crosshair::populate()
data->next_name[length] = 0;
finished = true;
}
else if (!strncmp(dir->name, settings.name, length))
else if (!strncmp(dir->name, crosshair.bitmap_name(), length))
{
/* we found the current name */
/* so loop once more to find the next name */
@ -490,21 +486,18 @@ void menu_crosshair::populate()
/* add CROSSHAIR_ITEM_PIC menu */
sprintf(temp_text, "P%d Crosshair", player + 1);
item_append(temp_text, using_default ? "DEFAULT" : settings.name, flags, data);
item_append(temp_text, using_default ? "DEFAULT" : crosshair.bitmap_name(), flags, data);
}
}
if (use_auto)
{
/* any player can be used to get the autotime */
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));
data->type = CROSSHAIR_ITEM_AUTO_TIME;
data->min = CROSSHAIR_VISIBILITY_AUTOTIME_MIN;
data->max = CROSSHAIR_VISIBILITY_AUTOTIME_MAX;
data->defvalue = CROSSHAIR_VISIBILITY_AUTOTIME_DEFAULT;
data->cur = settings.auto_time;
data->cur = machine().crosshair().auto_time();
/* put on arrows in visible menu */
if (data->cur > data->min)
@ -513,7 +506,7 @@ void menu_crosshair::populate()
flags |= FLAG_RIGHT_ARROW;
/* add CROSSHAIR_ITEM_AUTO_TIME menu */
sprintf(temp_text, "%d", settings.auto_time);
sprintf(temp_text, "%d", machine().crosshair().auto_time());
item_append(_("Visible Delay"), temp_text, flags, data);
}
// else

View File

@ -69,6 +69,9 @@ private:
CROSSHAIR_ITEM_AUTO_TIME
};
// FIXME: use std::string instead of fixed-length arrays
constexpr static int CROSSHAIR_PIC_NAME_LENGTH = 12;
/* internal crosshair menu item data */
struct crosshair_item_data
{

View File

@ -1324,7 +1324,7 @@ VIDEO_START_MEMBER(sms_state,sms1)
save_item(NAME(m_frame_sscope_state));
// Allow sscope screens to have crosshair, useful for the game missil3d
machine().crosshair().set_screen(0, CROSSHAIR_SCREEN_ALL);
machine().crosshair().get_crosshair(0).set_screen(CROSSHAIR_SCREEN_ALL);
}

View File

@ -1715,11 +1715,11 @@ UINT32 cave_state::screen_update_ppsatan_top(screen_device &screen, bitmap_rgb32
}
UINT32 cave_state::screen_update_ppsatan_left(screen_device &screen, bitmap_rgb32 &bitmap, const rectangle &cliprect)
{
machine().crosshair().set_screen(1, &screen);
machine().crosshair().get_crosshair(1).set_screen(&screen);
return screen_update_ppsatan_core(screen, bitmap, cliprect, 1);
}
UINT32 cave_state::screen_update_ppsatan_right(screen_device &screen, bitmap_rgb32 &bitmap, const rectangle &cliprect)
{
machine().crosshair().set_screen(0, &screen);
machine().crosshair().get_crosshair(0).set_screen(&screen);
return screen_update_ppsatan_core(screen, bitmap, cliprect, 2);
}