Commit Graph

150 Commits

Author SHA1 Message Date
Vas Crabb
55b8ca317a -Switch to building MAME as C++17.
* Updated sol2 to 3.2.2
* Updated pugixml to 1.10
* Increased minimum clang version to 6
* Cleaned up some stuff that can use new features
2020-11-15 03:53:47 +11:00
Vas Crabb
fe9ac15ca9 -emu/devfind: More cleanup/consistency changes.
* Removed .mask(), as it’s not reliable in the general case.
 * Added asserts to things that assume power-of-two sizes.
 * Got rid of virtual qualifier on pointer-to-member operator.
 * Made helpers a bit more assertive about logging warnings.

-emu/rendlay.cpp: Use delegates to avoid hot conditional branches.

-docs: Finished off description of object finders and output finders.
2020-11-13 15:26:31 +11:00
Vas Crabb
39a42d517d Got rid of a couple of easy auto_alloc_array 2020-11-09 05:09:18 +11:00
Vas Crabb
538221861b -emu/dirom.{h,ipp}: Cleaned up and made it stricter.
* Made it an error to specify address map and explicit ROM region.
 * Made it an error if explicitly specified ROM region is not found.
 * Made the ROM region tag apply relative to the current device.

-Cleaned up formatting for a couple more documentation pages.
2020-11-09 03:55:50 +11:00
Vas Crabb
8dc10e7e10 docs: Wrote another section of object finder documentation.
Also improved formatting of code snippets in a few pages.
2020-11-09 00:57:21 +11:00
Vas Crabb
7dcf0c013f emu/devfind.h: Added missing memory_share_array_creator.
Also some miscellaneous tidying up.
2020-11-08 05:43:57 +11:00
Vas Crabb
ae8c70b7e6 -emu/devfind.h: Made read_safe avaiable for optional I/O ports only.
-docs: Added the next couple of sections explaining object finders.
2020-11-06 03:00:57 +11:00
Vas Crabb
6b3b77a50f -docs: Started writing page on object finders with worked examples.
-hp3478a.cpp: Removed outdated TODO comment from layout.

-Hopefully fixed all remaining MSVC operator resolution failure errors.
2020-11-05 00:53:04 +11:00
Vas Crabb
8597660681 -hp3478a.cpp: Made LCD segments dark in internal artwork.
-Fixed another batch of MSVC errors resolving overloaded operators.
2020-11-04 19:51:16 +11:00
Vas Crabb
9e71712b3b -General maintenance on emu/devfind:
* Harmonised memory region/share finder/creator APIs.
 * Moved .found() to optional object finders.
 * Added truth test operator to optional object finders.
 * Fixed things that were testing .found() on required object finders.
 * Improved Doxygen API documentation.

-dec8.cpp: Moved csilver to its own state class.

-docs: Added some notes about setting up and using MSYS2.
2020-11-04 03:12:38 +11:00
Vas Crabb
349265533d Clean-up and consistency fixes after memory system changes. 2020-11-03 02:59:49 +11:00
Olivier Galibert
b8c338858a emumem: Simplify memory management. [O. Galibert]
API impact:
- install_ram/rom/writeonly now requires a non-null pointer.  If you want
  automatically managed ram, add it to a memory map, not in machine_start

- install_*_bank now requires a memory_bank *, not a string

- one can create memory banks outside of memory maps with memory_bank_creator

- one can create memory shares outside of memory maps with memory_share_creator

Memory maps impact:
- ram ranges with overlapping addresses are not shared anymore.  Use .share()
- ram ranges touching each other are not merged anymore.  Stay in your range

Extra note:
- there is no need to create a bank just to dynamically map some memory/rom.
  Just use install_rom/ram/writeonly
2020-11-02 12:12:11 +01:00
Vas Crabb
9ea6512671 docs: Add links to some internal layouts that demonstrate various features, and udpate required MSYS64 packages for using lld. 2020-10-28 14:58:52 +11:00
Vas Crabb
e90403a499 emu/rendlay.cpp: Fixed one more place where disk drawing had error accumulation issues. 2020-10-19 18:13:26 +11:00
Vas Crabb
17c1ef8661 docs: Cleaned up some geometry on MAME logo. 2020-10-09 20:41:57 +11:00
Vas Crabb
ac04c377a9 Optimise some SVG images 2020-10-09 15:52:07 +11:00
Vas Crabb
b90fd35515 Various improvements to image file handling:
Moved MS DIB parser out of ICO file reader and made it available for
artwork and layout images.

Added more efficient I/O and better error checking for JPEG file loading
(MAME will no longer exit immediately on a bad JPEG file).

Made caller responsible for opening files for loading images, to avoid
decompressing images used in ZIP/7z artwork multiple times.

Added support for JPEG and Windows DIB to picture_image_device.

Added support for SVG image files in external artwork.

Added support for using I/O port value for animation state and masking
animation state values.

Made bounds elements more flexible in layouts.

Reworked headers to reduce dependencies.

Updated layout file format documentation.
2020-10-08 02:04:31 +11:00
Vas Crabb
688db69e4c -emu/rendlay.cpp: Small optimisation for opaque pixels in image component.
-machine/pc1512kb.cpp: Put \| and #~ on the right keys by default.

-docs: Re-organised default keys, added P2-4 defaults, added mahjong panel diagram.
2020-09-19 21:07:14 +10:00
Firehawke
02ff9859ed
Merge pull request #7251 from Firehawke/master
Docs adjustments.
2020-09-17 19:09:31 -07:00
Firehawke
d6a71a9db9
Remove VRR statement until it can be retested. 2020-09-17 19:06:43 -07:00
Vas Crabb
0c05da59fd Fix artwork labeld for tisub buttons 2020-09-16 16:47:29 +10:00
Vas Crabb
b1f32927f3 Cleaned up inputs a little.
Removed the IPT_POKER_BET, replacing it with IPT_GAMBLE_BET.

Re-organised the order of input types in the source and the
documentation to better reflect how they're logically grouped or
organised on a mahjong or gambling control panel.

Made the blackjack, poker and slots documentation headings subheadings
under the gambling heading.

Cleaned up inputs for a number of gambling games.
2020-09-16 16:37:22 +10:00
Firehawke
25397ebfda
Docs: Overhaul the default keys list (#7222)
* Docs: Overhaul the default keys list

* Second phase of documenting default inputs better, also change Score to Take Score in Mahjong inputs

* Phase two of default keys docs adjustment.
2020-09-16 11:12:02 +10:00
Vas Crabb
6adc508015 emu/rendlay.cpp: Added parameter animation and state masks.
Components may have multiple bounds and/or color child elements with
state attributes, allowing for piecewise linear position/size/colour
animation.

Components may have a statemask attribute, allowing for things like
using external images to draw a multi-segment LED/VFD display without
requiring dozens of outputs for the individual lines or thousands of
images for all possible states.  (Texture caching still never releases
anything, so MAME can still exceed the maximum number of textures, but
that’s a separate issue.)

Image components with alpha now blend over previously drawn components.

Layouts have been changed to use yes/no for inputraw to match what's
used for flipx/flipy.  External layouts with 1/0 will still work, but
complay.py will complain.
2020-09-16 02:55:04 +10:00
Vas Crabb
7f0a34d52d Updated most of the layouts using <bezel> elements 2020-09-09 20:17:45 +10:00
Vas Crabb
67ec5e5b43 Finished adding new mechanism for allowing parts of views to be hidden.
Changed name of element to "collection" and initial visibility attribute
to "visible", and added them to documentation.  Also added them to
complay.py.

Fixed issue with collection inside group, and improved initial view
selection behaviour.

Updated some internal layouts to demonstrate new features, including
et3400, irrmaze, ltcasino, mekd3/mekd4, seawolf and vgmplay.

Removed all uses of cpanel, marquee and overlay from internal layouts
and removed them from complay.py to actively discourage use.  Also
cleaned up view names in layouts that were using them in place of
spaces, and removed some superfluous name attributes on elements that
won't do anything useful with an output value anyway.

Made vgmplay cycle visualiser modes when visualiser screen is clicked.

Fixed a copy/paste error in bus/rs232/hlemouse.cpp while I'm at it.
2020-09-07 01:40:41 +10:00
Vas Crabb
ec88949651 formats: Get rid of more inappropriate use of emu_fatalerror (and fix some spelling issues, etc. while I'm at it) 2020-08-30 17:08:25 +10:00
Vas Crabb
3b5f754717 docs: Add naming conventions for certain things.
This isn’t supposed to be too prescriptive.  The C++ stuff just codifies
some things we’ve managed to mostly agree on for public interfaces.  The
stuff for titles/descriptions is also just codifying existing rules so
there’s something to point people towards.  This will need to be refined
as we go forward.
2020-08-24 13:01:37 +10:00
Vas Crabb
ecab55f700 emu/video: check macros are defined before doing comparisons, also fix a typo in docs 2020-08-21 23:21:05 +10:00
Vas Crabb
6a1e1bff1a docs: update for changes in MSYS2 packages, fix a typo, add note about using LLVM linker with GCC 2020-08-21 22:43:47 +10:00
Firehawke
41f49b9afe
Fixed compilation of docs for HTML and manfiles. 2020-08-10 19:23:46 -07:00
Aaron Giles
01d5d49518 Documentation update for vector options. 2020-08-05 16:41:08 -07:00
Firehawke
584c471ff3
Documentation updates (#6825)
Documentation updates [Firehawke]
* Preliminary work on -joystick_map redesign
* Adjustments to phrasing for analog mapping
* Health warning text
2020-07-18 08:15:13 -04:00
Firehawke
7b6dbd7a14
First completed pass of commandline parameters. (nw) (#6711)
* First completed pass of commandline parameters. (nw)

* Further refinements on commandline (nw)

* Get the audio latency numbers right and add PortAudio info.

* FreeSync/GSync information cleanup.

* Minor additions to G-Sync/FreeSync.

* Add tip for keyboardprovider, remove biospath, correct anchor positioning (nw)

* A few corrections per Vas (nw)
2020-06-12 14:26:28 +10:00
Olivier Galibert
22513fb6fe emumem: A little more speedup. cache and specific change syntax, and are not pointers anymore [O. Galibert]
The last(?) two changes are:

- Add a template parameter to everything (theoretically the address
  space width, in practice a level derived from it to keep as much
  compatibility between widths as possible) so that the shift size
  becomes a constant.

- Change the syntax of declaring and initializing the caches and
  specifics so that they're embedded in the owner device.  Solves
  lifetime issues and also removes one indirection (looking up the base
  dispatch pointer through the cache/specific pointer).
2020-05-25 16:42:57 +02:00
Firehawke
121aa2fe37
Fix smartquotes by disabling them: While smartquotes are somewhat configurable, it's better if we don't use them at all. Makes sure there are no hidden pit traps for the users. (#6576) 2020-04-21 09:30:06 +02:00
R. Belmont
8cc243d562
Add a tip on how to enter the debugger. 2020-02-06 22:07:49 -05:00
Angelo Salese
a41616e6f7
dialong -> dialog (nw) 2020-01-30 15:58:51 +01:00
Stiletto
88909dc0d0
Happy New Year 2020 (nw) (#6128)
Happy New Year 2020 (nw) (#6128)
2020-01-04 01:13:50 -05:00
Firehawke
a10af356cc Update documentation (nw)
* Update MAME docs revision to 0.216
* Add FAQ question about autofire with walkthrough of setup process.
* Add VSCode .gitignore for RST compilation temporary folder (/docs/source/_build)
* Add a caveat about autofire+normal fire mapping
* Add -lowlatency to the docs.
2019-11-25 18:51:44 +11:00
algestam
d6bddeed59 doc: document vulkan and d3d12 as possible bgfx rendering backends (nw) 2019-11-06 20:17:13 +11:00
Vas Crabb
ecde621979 (nw) fix MPU4 video crash, clean up a little 2019-10-27 15:31:50 +11:00
Vas Crabb
f81fbdb8d4 Make devdelegate more like devcb for configuration. This is a
fundamental change to show device delegates are configured.

Device delegates are now aware of the current device during
configuration and will resolve string tags relative to it.  This means
that device delegates need a device to be supplied on construction so
they can find the machine configuration object.  There's a
one-dimensional array helper to make it easier to construct arrays of
device delegates with the same owner.  (I didn't make an n-dimensional
one because I didn't hit a use case, but it would be a simple addition.)

There's no more bind_relative_to member - just call resolve() like you
would for a devcb.  There's also no need to cast nullptr when creating a
late bind device delegate.  The flip side is that for an overloaded or
non-capturing lambda you'll need to cast to the desired type.

There is one less conditional branch in the hot path for calls for
delegates bound to a function pointer of member function pointer.  This
comes at the cost of one additional unconditional branch in the hot
path for calls to delegates bound to functoids (lambdas, functions that
don't take an object reference, other callable objects).  This applies
to all delegates, not just device delegates.

Address spaces will now print an error message if a late bind error is
encountered while installing a handler.  This will give the range and
address range, hopefully making it easier to guess which memory map is
faulty.

For the simple case of allowing a device_delegate member to be
configured, use a member like this:

    template <typename... T> void set_foo(T &&...args) { m_foo_cb.set(std::forward<T>(args)...); }

For a case where different delegates need to be used depending on the
function signature, see src/emu/screen.h (the screen update function
setters).

Device delegates now take a target specification and function pointer.
The target may be:
* Target omitted, implying the current device being configured.  This
  can only be used during configuration.  It will work as long as the
  current device is not removed/replaced.
* A tag string relative to the current device being configured.  This
  can only be used during configuration.  It will not be callable until
  .resolve() is called.  It will work as long as the current device is
  not removed/replaced.
* A device finder (required_device/optional_device).  The delegate will
  late bind to the current target of the device finder.  It will not
  be callable until .resolve() is called.  It will work properly if the
  target device is replaced, as long as the device finder's base object
  isn't removed/replaced.
* A reference to an object.  It will be callable immediately.  It will
  work as long as the target object is not removed/replaced.

The target types and restrictions are pretty similar to what you already
have on object finders and devcb, so it shouldn't cause any surprises.
Note that dereferencing a device finder will changes the effect.  To
illustrate this:

    ...
    required_device<some_device> m_dev;
    ...
    m_dev(*this, "dev")
    ...
    // will late bind to "dev" relative to *this
    // will work if "dev" hasn't been created yet or is replaced later
    // won't work if *this is removed/replaced
    // won't be callable until resolve() is called
    cb1.set(m_dev, FUNC(some_device::w));
    ...
    // will bind to current target of m_dev
    // will not work if m_dev is not resolved
    // will not work if "dev" is replaced later
    // will be callable immediately
    cb2.set(*m_dev, FUNC(some_device::w));
    ...

The order of the target and name has been reversed for functoids
(lambdas and other callable objects).  This allows the NAME macro to
be used on lambdas and functoids.  For example:

    foo.set_something(NAME([this] (u8 data) { m_something = data; }));

I realise the diagnostic messages get ugly if you use NAME on a large
lambda.  You can still give a literal name, you just have to place it
after the lambda rather than before.  This is uglier, but it's
intentional.  I'm trying to drive developers away from a certain style.
While it's nice that you can put half the driver code in the memory map,
it detracts from readability.  It's hard to visualise the memory range
mappings if the memory map functions are punctuated by large lambdas.
There's also slightly higher overhead for calling a delegate bound to a
functoid.

If the code is prettier for trivial lambdas but uglier for non-trivial
lambdas in address maps, it will hopefully steer people away from
putting non-trivial lambdas in memory maps.

There were some devices that were converted from using plain delegates
without adding bind_relative_to calls.  I fixed some of them (e.g.
LaserDisc) but I probably missed some.  These will likely crash on
unresolved delegate calls.

There are some devices that reset delegates at configuration complete or
start time, preventing them from being set up during configuration (e.g.
src/devices/video/ppu2c0x.cpp and src/devices/machine/68307.cpp).  This
goes against the design principles of how device delegates should be
used, but I didn't change them because I don't trust myself to find all
the places they're used.

I've definitely broken some stuff with this (I know about asterix), so
report issues and bear with me until I get it all fixed.
2019-10-26 12:47:04 +11:00
Firehawke
54b3968c74 New working software list additions (#5772)
* New working software list additions
-----------------------------------

apple2_flop_orig: Gauntlet, Go (Hayden), Ghostbusters, Galactic Wars, Guderian [4am, Firehawke]

* Add details on compiling MAME documentation. (nw)
2019-10-23 10:21:26 -04:00
Vas Crabb
2032eb60a6 Allow per-layer blend modes supplied by driver for screens, as required
for Laserdisc overlays.

This is a change in behaviour, and it means that games like Golly!
Ghost! will need an explicit blend mode specified in the XML.  I'm not
entirely happy with the situation, but a better, more general solution
than this would require some serious refactoring to MAME's renderer.
2019-07-27 23:24:37 +10:00
Vas Crabb
c38a3395e9 Make layout format more flexible:
* There is no longer a concept of "layers" - there are only screens and elements.
* Elements are now instantiated with <element ref="...">
* Screens and elements can have explicit blending mode specified with blend="..."
* Default blending mode for screens is "add" and default for other elements is "alpha"
* Other supported modes are "none" and "multiply"
* This removes the options to enable/disable layers individually - use views instead
* Legacy layouts can still be loaded, and support won't be removed for at least a year

The current artwork model is over-stretched.  It's based on a Space
Invaders cabinet model, and isn't applicable to a lot of the systems
MAME emulates now.  The fact that MAME has to switch to an "alternate"
mode to deal with games like Golly! Ghost! without requiring pre-matted
bitmaps shows that the Space Invaders model wasn't even adequate for
general arcade use.  It shows in that for a lot of the systems that
heavily depend on artwork, people just seem to randomly choose layers
for elements until they get something that works.  Also, the fact that
MAME will switch to an alternate (Golly! Ghost!) mode depending on the
combination of elements is a trap for people learning to make artwork.

There are cases that the current approach of implying the blending mode
from the layer doesn't work with.  Examples include LEDs behind
diffusers (requires additive blending for layout elements), and mutliple
stacked LCD panels (requires RGB multiplication for screens).

For configurability, it's now a lot easier to make multiple views using
groups.  For example, if you want to make it possible to hide the
control panel section of your layout, you can put the control panel
elements in a group and create views with and without it.

I will gradually migrate the internal artwork to use the new approach.
I have an XSLT stylesheet that helps with this, but I'm not comfortable
adding it because it isn't a complete solution and it still requires
manul steps.

I wanted to get the re-worked pointer handling done sooner so I could
push them both at the same time, but unfortunately various things have
prevented me from progressing as quickly as I wanted to.  Sorry guys,
that stuff's going to have to wait.
2019-07-06 00:23:20 +10:00
Firehawke
50d72f5e71 Overhaul to advanced gun instructions (nw)
This cleans up spelling and other issues in the original text.

This work is still prototype and will probably require fine-tuning between Vas and myself.
2019-05-28 22:24:26 -07:00
Vas Crabb
9037a85e32 (nw) Fedora users need this now that X11 XInput is enabled by default - no clue about other Linuxes 2019-04-26 01:55:17 +10:00
R. Belmont
efdaa09d54
Merge pull request #4914 from kiall/docs-linux-lightguns
WIP: Document Linux Lightguns with Xinput
2019-04-25 09:41:30 -04:00
Henrik Algestam
731c3f9dc0 doc: add python to list of required ubuntu packages (nw) 2019-04-23 17:12:00 +02:00