mame/src/emu/emuopts.cpp
npwoods 87640fcc1c Workaround for scenarios where both the command line and an INI specify an image option (#2245)
This is a hack; see commentary within the code.  I intend to fix this "for real" when emu_options become more self contained
2017-04-19 14:19:26 +02:00

431 lines
27 KiB
C++

// license:BSD-3-Clause
// copyright-holders:Aaron Giles
/***************************************************************************
emuopts.cpp
Options file and command line management.
***************************************************************************/
#include "emu.h"
#include "emuopts.h"
//**************************************************************************
// CORE EMULATOR OPTIONS
//**************************************************************************
const options_entry emu_options::s_option_entries[] =
{
// unadorned options - only a single one supported at the moment
{ OPTION_SYSTEMNAME, nullptr, OPTION_STRING, nullptr },
{ OPTION_SOFTWARENAME, nullptr, OPTION_STRING, nullptr },
// config options
{ nullptr, nullptr, OPTION_HEADER, "CORE CONFIGURATION OPTIONS" },
{ OPTION_READCONFIG ";rc", "1", OPTION_BOOLEAN, "enable loading of configuration files" },
{ OPTION_WRITECONFIG ";wc", "0", OPTION_BOOLEAN, "writes configuration to (driver).ini on exit" },
// search path options
{ nullptr, nullptr, OPTION_HEADER, "CORE SEARCH PATH OPTIONS" },
{ OPTION_HOMEPATH, ".", OPTION_STRING, "path to home directory (read/write) location" },
{ OPTION_MEDIAPATH ";rp;biospath;bp", "roms", OPTION_STRING, "path to ROMsets and hard disk images" },
{ OPTION_HASHPATH ";hash_directory;hash", "hash", OPTION_STRING, "path to hash files" },
{ OPTION_SAMPLEPATH ";sp", "samples", OPTION_STRING, "path to samplesets" },
{ OPTION_ARTPATH, "artwork", OPTION_STRING, "path to artwork files" },
{ OPTION_CTRLRPATH, "ctrlr", OPTION_STRING, "path to controller definitions" },
{ OPTION_INIPATH, ".;ini;ini/presets", OPTION_STRING, "path to ini files" },
{ OPTION_FONTPATH, ".", OPTION_STRING, "path to font files" },
{ OPTION_CHEATPATH, "cheat", OPTION_STRING, "path to cheat files" },
{ OPTION_CROSSHAIRPATH, "crosshair", OPTION_STRING, "path to crosshair files" },
{ OPTION_PLUGINSPATH, "plugins", OPTION_STRING, "path to plugin files" },
{ OPTION_LANGUAGEPATH, "language", OPTION_STRING, "path to language files" },
{ OPTION_SWPATH, "software", OPTION_STRING, "path to loose software" },
// output directory options
{ nullptr, nullptr, OPTION_HEADER, "CORE OUTPUT DIRECTORY OPTIONS" },
{ OPTION_CFG_DIRECTORY, "cfg", OPTION_STRING, "directory to save configurations" },
{ OPTION_NVRAM_DIRECTORY, "nvram", OPTION_STRING, "directory to save nvram contents" },
{ OPTION_INPUT_DIRECTORY, "inp", OPTION_STRING, "directory to save input device logs" },
{ OPTION_STATE_DIRECTORY, "sta", OPTION_STRING, "directory to save states" },
{ OPTION_SNAPSHOT_DIRECTORY, "snap", OPTION_STRING, "directory to save/load screenshots" },
{ OPTION_DIFF_DIRECTORY, "diff", OPTION_STRING, "directory to save hard drive image difference files" },
{ OPTION_COMMENT_DIRECTORY, "comments", OPTION_STRING, "directory to save debugger comments" },
// state/playback options
{ nullptr, nullptr, OPTION_HEADER, "CORE STATE/PLAYBACK OPTIONS" },
{ OPTION_STATE, nullptr, OPTION_STRING, "saved state to load" },
{ OPTION_AUTOSAVE, "0", OPTION_BOOLEAN, "enable automatic restore at startup, and automatic save at exit time" },
{ OPTION_PLAYBACK ";pb", nullptr, OPTION_STRING, "playback an input file" },
{ OPTION_RECORD ";rec", nullptr, OPTION_STRING, "record an input file" },
{ OPTION_RECORD_TIMECODE, "0", OPTION_BOOLEAN, "record an input timecode file (requires -record option)" },
{ OPTION_EXIT_AFTER_PLAYBACK, "0", OPTION_BOOLEAN, "close the program at the end of playback" },
{ OPTION_MNGWRITE, nullptr, OPTION_STRING, "optional filename to write a MNG movie of the current session" },
{ OPTION_AVIWRITE, nullptr, OPTION_STRING, "optional filename to write an AVI movie of the current session" },
{ OPTION_WAVWRITE, nullptr, OPTION_STRING, "optional filename to write a WAV file of the current session" },
{ OPTION_SNAPNAME, "%g/%i", OPTION_STRING, "override of the default snapshot/movie naming; %g == gamename, %i == index" },
{ OPTION_SNAPSIZE, "auto", OPTION_STRING, "specify snapshot/movie resolution (<width>x<height>) or 'auto' to use minimal size " },
{ OPTION_SNAPVIEW, "internal", OPTION_STRING, "specify snapshot/movie view or 'internal' to use internal pixel-aspect views" },
{ OPTION_SNAPBILINEAR, "1", OPTION_BOOLEAN, "specify if the snapshot/movie should have bilinear filtering applied" },
{ OPTION_STATENAME, "%g", OPTION_STRING, "override of the default state subfolder naming; %g == gamename" },
{ OPTION_BURNIN, "0", OPTION_BOOLEAN, "create burn-in snapshots for each screen" },
// performance options
{ nullptr, nullptr, OPTION_HEADER, "CORE PERFORMANCE OPTIONS" },
{ OPTION_AUTOFRAMESKIP ";afs", "0", OPTION_BOOLEAN, "enable automatic frameskip selection" },
{ OPTION_FRAMESKIP ";fs(0-10)", "0", OPTION_INTEGER, "set frameskip to fixed value, 0-10 (autoframeskip must be disabled)" },
{ OPTION_SECONDS_TO_RUN ";str", "0", OPTION_INTEGER, "number of emulated seconds to run before automatically exiting" },
{ OPTION_THROTTLE, "1", OPTION_BOOLEAN, "enable throttling to keep game running in sync with real time" },
{ OPTION_SLEEP, "1", OPTION_BOOLEAN, "enable sleeping, which gives time back to other applications when idle" },
{ OPTION_SPEED "(0.01-100)", "1.0", OPTION_FLOAT, "controls the speed of gameplay, relative to realtime; smaller numbers are slower" },
{ OPTION_REFRESHSPEED ";rs", "0", OPTION_BOOLEAN, "automatically adjusts the speed of gameplay to keep the refresh rate lower than the screen" },
// render options
{ nullptr, nullptr, OPTION_HEADER, "CORE RENDER OPTIONS" },
{ OPTION_KEEPASPECT ";ka", "1", OPTION_BOOLEAN, "constrain to the proper aspect ratio" },
{ OPTION_UNEVENSTRETCH ";ues", "1", OPTION_BOOLEAN, "allow non-integer stretch factors" },
{ OPTION_UNEVENSTRETCHX ";uesx", "0", OPTION_BOOLEAN, "allow non-integer stretch factors only on horizontal axis"},
{ OPTION_UNEVENSTRETCHY ";uesy", "0", OPTION_BOOLEAN, "allow non-integer stretch factors only on vertical axis"},
{ OPTION_AUTOSTRETCHXY ";asxy", "0", OPTION_BOOLEAN, "automatically apply -unevenstretchx/y based on source native orientation"},
{ OPTION_INTOVERSCAN ";ios", "0", OPTION_BOOLEAN, "allow overscan on integer scaled targets"},
{ OPTION_INTSCALEX ";sx", "0", OPTION_INTEGER, "set horizontal integer scale factor."},
{ OPTION_INTSCALEY ";sy", "0", OPTION_INTEGER, "set vertical integer scale."},
// rotation options
{ nullptr, nullptr, OPTION_HEADER, "CORE ROTATION OPTIONS" },
{ OPTION_ROTATE, "1", OPTION_BOOLEAN, "rotate the game screen according to the game's orientation needs it" },
{ OPTION_ROR, "0", OPTION_BOOLEAN, "rotate screen clockwise 90 degrees" },
{ OPTION_ROL, "0", OPTION_BOOLEAN, "rotate screen counterclockwise 90 degrees" },
{ OPTION_AUTOROR, "0", OPTION_BOOLEAN, "automatically rotate screen clockwise 90 degrees if vertical" },
{ OPTION_AUTOROL, "0", OPTION_BOOLEAN, "automatically rotate screen counterclockwise 90 degrees if vertical" },
{ OPTION_FLIPX, "0", OPTION_BOOLEAN, "flip screen left-right" },
{ OPTION_FLIPY, "0", OPTION_BOOLEAN, "flip screen upside-down" },
// artwork options
{ nullptr, nullptr, OPTION_HEADER, "CORE ARTWORK OPTIONS" },
{ OPTION_ARTWORK_CROP ";artcrop", "0", OPTION_BOOLEAN, "crop artwork to game screen size" },
{ OPTION_USE_BACKDROPS ";backdrop", "1", OPTION_BOOLEAN, "enable backdrops if artwork is enabled and available" },
{ OPTION_USE_OVERLAYS ";overlay", "1", OPTION_BOOLEAN, "enable overlays if artwork is enabled and available" },
{ OPTION_USE_BEZELS ";bezel", "1", OPTION_BOOLEAN, "enable bezels if artwork is enabled and available" },
{ OPTION_USE_CPANELS ";cpanel", "1", OPTION_BOOLEAN, "enable cpanels if artwork is enabled and available" },
{ OPTION_USE_MARQUEES ";marquee", "1", OPTION_BOOLEAN, "enable marquees if artwork is enabled and available" },
// screen options
{ nullptr, nullptr, OPTION_HEADER, "CORE SCREEN OPTIONS" },
{ OPTION_BRIGHTNESS "(0.1-2.0)", "1.0", OPTION_FLOAT, "default game screen brightness correction" },
{ OPTION_CONTRAST "(0.1-2.0)", "1.0", OPTION_FLOAT, "default game screen contrast correction" },
{ OPTION_GAMMA "(0.1-3.0)", "1.0", OPTION_FLOAT, "default game screen gamma correction" },
{ OPTION_PAUSE_BRIGHTNESS "(0.0-1.0)", "0.65", OPTION_FLOAT, "amount to scale the screen brightness when paused" },
{ OPTION_EFFECT, "none", OPTION_STRING, "name of a PNG file to use for visual effects, or 'none'" },
// vector options
{ nullptr, nullptr, OPTION_HEADER, "CORE VECTOR OPTIONS" },
{ OPTION_BEAM_WIDTH_MIN, "1.0", OPTION_FLOAT, "set vector beam width minimum" },
{ OPTION_BEAM_WIDTH_MAX, "1.0", OPTION_FLOAT, "set vector beam width maximum" },
{ OPTION_BEAM_INTENSITY_WEIGHT, "0", OPTION_FLOAT, "set vector beam intensity weight " },
{ OPTION_FLICKER, "0", OPTION_FLOAT, "set vector flicker effect" },
// sound options
{ nullptr, nullptr, OPTION_HEADER, "CORE SOUND OPTIONS" },
{ OPTION_SAMPLERATE ";sr(1000-1000000)", "48000", OPTION_INTEGER, "set sound output sample rate" },
{ OPTION_SAMPLES, "1", OPTION_BOOLEAN, "enable the use of external samples if available" },
{ OPTION_VOLUME ";vol", "0", OPTION_INTEGER, "sound volume in decibels (-32 min, 0 max)" },
// input options
{ nullptr, nullptr, OPTION_HEADER, "CORE INPUT OPTIONS" },
{ OPTION_COIN_LOCKOUT ";coinlock", "1", OPTION_BOOLEAN, "enable coin lockouts to actually lock out coins" },
{ OPTION_CTRLR, nullptr, OPTION_STRING, "preconfigure for specified controller" },
{ OPTION_MOUSE, "0", OPTION_BOOLEAN, "enable mouse input" },
{ OPTION_JOYSTICK ";joy", "1", OPTION_BOOLEAN, "enable joystick input" },
{ OPTION_LIGHTGUN ";gun", "0", OPTION_BOOLEAN, "enable lightgun input" },
{ OPTION_MULTIKEYBOARD ";multikey", "0", OPTION_BOOLEAN, "enable separate input from each keyboard device (if present)" },
{ OPTION_MULTIMOUSE, "0", OPTION_BOOLEAN, "enable separate input from each mouse device (if present)" },
{ OPTION_STEADYKEY ";steady", "0", OPTION_BOOLEAN, "enable steadykey support" },
{ OPTION_UI_ACTIVE, "0", OPTION_BOOLEAN, "enable user interface on top of emulated keyboard (if present)" },
{ OPTION_OFFSCREEN_RELOAD ";reload", "0", OPTION_BOOLEAN, "convert lightgun button 2 into offscreen reload" },
{ OPTION_JOYSTICK_MAP ";joymap", "auto", OPTION_STRING, "explicit joystick map, or auto to auto-select" },
{ OPTION_JOYSTICK_DEADZONE ";joy_deadzone;jdz(0.00-1)", "0.3", OPTION_FLOAT, "center deadzone range for joystick where change is ignored (0.0 center, 1.0 end)" },
{ OPTION_JOYSTICK_SATURATION ";joy_saturation;jsat(0.00-1)", "0.85", OPTION_FLOAT, "end of axis saturation range for joystick where change is ignored (0.0 center, 1.0 end)" },
{ OPTION_NATURAL_KEYBOARD ";nat", "0", OPTION_BOOLEAN, "specifies whether to use a natural keyboard or not" },
{ OPTION_JOYSTICK_CONTRADICTORY ";joy_contradictory","0", OPTION_BOOLEAN, "enable contradictory direction digital joystick input at the same time" },
{ OPTION_COIN_IMPULSE, "0", OPTION_INTEGER, "set coin impulse time (n<0 disable impulse, n==0 obey driver, 0<n set time n)" },
// input autoenable options
{ nullptr, nullptr, OPTION_HEADER, "CORE INPUT AUTOMATIC ENABLE OPTIONS" },
{ OPTION_PADDLE_DEVICE ";paddle", "keyboard", OPTION_STRING, "enable (none|keyboard|mouse|lightgun|joystick) if a paddle control is present" },
{ OPTION_ADSTICK_DEVICE ";adstick", "keyboard", OPTION_STRING, "enable (none|keyboard|mouse|lightgun|joystick) if an analog joystick control is present" },
{ OPTION_PEDAL_DEVICE ";pedal", "keyboard", OPTION_STRING, "enable (none|keyboard|mouse|lightgun|joystick) if a pedal control is present" },
{ OPTION_DIAL_DEVICE ";dial", "keyboard", OPTION_STRING, "enable (none|keyboard|mouse|lightgun|joystick) if a dial control is present" },
{ OPTION_TRACKBALL_DEVICE ";trackball", "keyboard", OPTION_STRING, "enable (none|keyboard|mouse|lightgun|joystick) if a trackball control is present" },
{ OPTION_LIGHTGUN_DEVICE, "keyboard", OPTION_STRING, "enable (none|keyboard|mouse|lightgun|joystick) if a lightgun control is present" },
{ OPTION_POSITIONAL_DEVICE, "keyboard", OPTION_STRING, "enable (none|keyboard|mouse|lightgun|joystick) if a positional control is present" },
{ OPTION_MOUSE_DEVICE, "mouse", OPTION_STRING, "enable (none|keyboard|mouse|lightgun|joystick) if a mouse control is present" },
// debugging options
{ nullptr, nullptr, OPTION_HEADER, "CORE DEBUGGING OPTIONS" },
{ OPTION_VERBOSE ";v", "0", OPTION_BOOLEAN, "display additional diagnostic information" },
{ OPTION_LOG, "0", OPTION_BOOLEAN, "generate an error.log file" },
{ OPTION_OSLOG, "0", OPTION_BOOLEAN, "output error.log data to the system debugger" },
{ OPTION_DEBUG ";d", "0", OPTION_BOOLEAN, "enable/disable debugger" },
{ OPTION_UPDATEINPAUSE, "0", OPTION_BOOLEAN, "keep calling video updates while in pause" },
{ OPTION_DEBUGSCRIPT, nullptr, OPTION_STRING, "script for debugger" },
// comm options
{ nullptr, nullptr, OPTION_HEADER, "CORE COMM OPTIONS" },
{ OPTION_COMM_LOCAL_HOST, "0.0.0.0", OPTION_STRING, "local address to bind to" },
{ OPTION_COMM_LOCAL_PORT, "15112", OPTION_STRING, "local port to bind to" },
{ OPTION_COMM_REMOTE_HOST, "127.0.0.1", OPTION_STRING, "remote address to connect to" },
{ OPTION_COMM_REMOTE_PORT, "15112", OPTION_STRING, "remote port to connect to" },
// misc options
{ nullptr, nullptr, OPTION_HEADER, "CORE MISC OPTIONS" },
{ OPTION_DRC, "1", OPTION_BOOLEAN, "enable DRC cpu core if available" },
{ OPTION_DRC_USE_C, "0", OPTION_BOOLEAN, "force DRC use C backend" },
{ OPTION_DRC_LOG_UML, "0", OPTION_BOOLEAN, "write DRC UML disassembly log" },
{ OPTION_DRC_LOG_NATIVE, "0", OPTION_BOOLEAN, "write DRC native disassembly log" },
{ OPTION_BIOS, nullptr, OPTION_STRING, "select the system BIOS to use" },
{ OPTION_CHEAT ";c", "0", OPTION_BOOLEAN, "enable cheat subsystem" },
{ OPTION_SKIP_GAMEINFO, "0", OPTION_BOOLEAN, "skip displaying the information screen at startup" },
{ OPTION_UI_FONT, "default", OPTION_STRING, "specify a font to use" },
{ OPTION_UI, "cabinet", OPTION_STRING, "type of UI (simple|cabinet)" },
{ OPTION_RAMSIZE ";ram", nullptr, OPTION_STRING, "size of RAM (if supported by driver)" },
{ OPTION_CONFIRM_QUIT, "0", OPTION_BOOLEAN, "display confirm quit screen on exit" },
{ OPTION_UI_MOUSE, "1", OPTION_BOOLEAN, "display ui mouse cursor" },
{ OPTION_AUTOBOOT_COMMAND ";ab", nullptr, OPTION_STRING, "command to execute after machine boot" },
{ OPTION_AUTOBOOT_DELAY, "0", OPTION_INTEGER, "timer delay in sec to trigger command execution on autoboot" },
{ OPTION_AUTOBOOT_SCRIPT ";script", nullptr, OPTION_STRING, "lua script to execute after machine boot" },
{ OPTION_CONSOLE, "0", OPTION_BOOLEAN, "enable emulator LUA console" },
{ OPTION_PLUGINS, "1", OPTION_BOOLEAN, "enable LUA plugin support" },
{ OPTION_PLUGIN, nullptr, OPTION_STRING, "list of plugins to enable" },
{ OPTION_NO_PLUGIN, nullptr, OPTION_STRING, "list of plugins to disable" },
{ OPTION_LANGUAGE ";lang", "English", OPTION_STRING, "display language" },
{ nullptr, nullptr, OPTION_HEADER, "HTTP SERVER OPTIONS" },
{ OPTION_HTTP, "0", OPTION_BOOLEAN, "HTTP server enable" },
{ OPTION_HTTP_PORT, "8080", OPTION_INTEGER, "HTTP server port" },
{ OPTION_HTTP_ROOT, "web", OPTION_STRING, "HTTP server document root" },
{ nullptr }
};
//**************************************************************************
// EMU OPTIONS
//**************************************************************************
//-------------------------------------------------
// emu_options - constructor
//-------------------------------------------------
emu_options::emu_options()
: core_options()
, m_coin_impulse(0)
, m_joystick_contradictory(false)
, m_sleep(true)
, m_refresh_speed(false)
, m_ui(UI_CABINET)
{
add_entries(emu_options::s_option_entries);
}
//-------------------------------------------------
// value_changed - to prevent tagmap
// lookups keep copies of frequently requested
// options in member variables.
//-------------------------------------------------
void emu_options::value_changed(const std::string &name, const std::string &value)
{
if (name == OPTION_COIN_IMPULSE)
{
m_coin_impulse = int_value(OPTION_COIN_IMPULSE);
}
else if (name == OPTION_JOYSTICK_CONTRADICTORY)
{
m_joystick_contradictory = bool_value(OPTION_JOYSTICK_CONTRADICTORY);
}
else if (name == OPTION_SLEEP)
{
m_sleep = bool_value(OPTION_SLEEP);
}
else if (name == OPTION_REFRESHSPEED)
{
m_refresh_speed = bool_value(OPTION_REFRESHSPEED);
}
else if (name == OPTION_UI)
{
if (value == "simple")
m_ui = UI_SIMPLE;
else
m_ui = UI_CABINET;
}
}
//-------------------------------------------------
// override_get_value - when saving to an INI, we
// need to hook into that process so we can write
// out image/slot options
//-------------------------------------------------
core_options::override_get_value_result emu_options::override_get_value(const char *name, std::string &value) const
{
if (name)
{
auto slotiter = m_slot_options.find(name);
if (slotiter != m_slot_options.end())
{
value = slotiter->second.specified_value();
return slotiter->second.specified()
? override_get_value_result::OVERRIDE
: override_get_value_result::SKIP;
}
auto imageiter = m_image_options.find(name);
if (imageiter != m_image_options.end())
{
value = imageiter->second;
return override_get_value_result::OVERRIDE;
}
}
return override_get_value_result::NONE;
}
//-------------------------------------------------
// override_set_value - when parsing an INI, we
// need to hook into into it so we can do the same
// crazy slot logic done in mameopt
//-------------------------------------------------
bool emu_options::override_set_value(const char *name, const std::string &value)
{
auto slotiter = m_slot_options.find(name);
if (slotiter != m_slot_options.end())
{
slotiter->second.specify(std::string(value));
return true;
}
auto imageiter = m_image_options.find(name);
if (imageiter != m_image_options.end())
{
// We've found a potential image slot for this value. However, we're only going to specify it
// if the current image option is empty. This is because if there is an image option already
// present, it is almost certain that this was because something was specified at the command
// line and we're parsing an INI. Because INIs have less priority than the command line, this
// should be ignored
//
// Obviously, this ignores that INIs themselves have their own prioritization, so this should be
// considered to be a hack. Instead of having image options being just a straight map of std::string
// it should really be a structure where the priority can be recorded
if (imageiter->second.empty())
imageiter->second = value;
return true;
}
return false;
}
//-------------------------------------------------
// slot_option ctor
//-------------------------------------------------
slot_option::slot_option(const char *default_value)
: m_specified(false)
, m_default_value(default_value ? default_value : "")
{
}
//-------------------------------------------------
// slot_option::value
//-------------------------------------------------
const std::string &slot_option::value() const
{
// There are a number of ways that the value can be determined; there
// is a specific order of precedence:
//
// 1. Highest priority is whatever may have been specified by the user (whether it
// was specified at the command line, an INI file, or in the UI). We keep track
// of whether these values were specified this way
//
// Take note that slots have a notion of being "selectable". Slots that are not
// marked as selectable cannot be specified with this technique
//
// 2. Next highest is what is returned from get_default_card_software()
//
// 3. Last in priority is what was specified as the slot default. This comes from
// device setup
if (m_specified)
return m_specified_value;
else if (!m_default_card_software.empty())
return m_default_card_software;
else
return m_default_value;
}
//-------------------------------------------------
// slot_option::specified_value
//-------------------------------------------------
std::string slot_option::specified_value() const
{
std::string result;
if (m_specified)
{
result = m_specified_bios.empty()
? m_specified_value
: util::string_format("%s,bios=%s", m_specified_value, m_specified_bios);
}
return result;
}
//-------------------------------------------------
// slot_option::specify
//-------------------------------------------------
void slot_option::specify(std::string &&text)
{
// we need to do some elementary parsing here
const char *bios_arg = ",bios=";
size_t pos = text.find(bios_arg);
if (pos != std::string::npos)
{
m_specified = true;
m_specified_value = text.substr(0, pos);
m_specified_bios = text.substr(pos + strlen(bios_arg));
}
else
{
m_specified = true;
m_specified_value = std::move(text);
m_specified_bios = "";
}
}
//-------------------------------------------------
// slot_option::set_bios
//-------------------------------------------------
void slot_option::set_bios(std::string &&text)
{
if (!m_specified)
{
m_specified = true;
m_specified_value = value();
}
m_specified_bios = std::move(text);
}