mame/src/emu/crsshair.cpp
2022-02-11 23:22:46 -05:00

557 lines
17 KiB
C++

// license:BSD-3-Clause
// copyright-holders:Aaron Giles
/***************************************************************************
crsshair.cpp
Crosshair handling.
***************************************************************************/
#include "emu.h"
#include "crsshair.h"
#include "config.h"
#include "emuopts.h"
#include "fileio.h"
#include "render.h"
#include "rendutil.h"
#include "screen.h"
#include "xmlfile.h"
/***************************************************************************
CONSTANTS
***************************************************************************/
#define CROSSHAIR_RAW_SIZE 100
#define CROSSHAIR_RAW_ROWBYTES ((CROSSHAIR_RAW_SIZE + 7) / 8)
/***************************************************************************
GLOBAL VARIABLES
***************************************************************************/
/* raw bitmap */
static const u8 crosshair_raw_top[] =
{
0x00,0x20,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x40,0x00,
0x00,0x70,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0xe0,0x00,
0x00,0xf8,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x01,0xf0,0x00,
0x01,0xf8,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x01,0xf8,0x00,
0x03,0xfc,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x03,0xfc,0x00,
0x07,0xfe,0x00,0x00,0x00,0x0f,0xfe,0x00,0x00,0x00,0x07,0xfe,0x00,
0x0f,0xff,0x00,0x00,0x01,0xff,0xff,0xf0,0x00,0x00,0x0f,0xff,0x00,
0x1f,0xff,0x80,0x00,0x1f,0xff,0xff,0xff,0x00,0x00,0x1f,0xff,0x80,
0x3f,0xff,0x80,0x00,0xff,0xff,0xff,0xff,0xe0,0x00,0x1f,0xff,0xc0,
0x7f,0xff,0xc0,0x03,0xff,0xff,0xff,0xff,0xf8,0x00,0x3f,0xff,0xe0,
0xff,0xff,0xe0,0x07,0xff,0xff,0xff,0xff,0xfc,0x00,0x7f,0xff,0xf0,
0x7f,0xff,0xf0,0x1f,0xff,0xff,0xff,0xff,0xff,0x00,0xff,0xff,0xe0,
0x3f,0xff,0xf8,0x7f,0xff,0xff,0xff,0xff,0xff,0xc1,0xff,0xff,0xc0,
0x0f,0xff,0xf8,0xff,0xff,0xff,0xff,0xff,0xff,0xe1,0xff,0xff,0x00,
0x07,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xfb,0xff,0xfe,0x00,
0x03,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xfc,0x00,
0x01,0xff,0xff,0xff,0xff,0xf0,0x01,0xff,0xff,0xff,0xff,0xf8,0x00,
0x00,0x7f,0xff,0xff,0xff,0x00,0x00,0x1f,0xff,0xff,0xff,0xe0,0x00,
0x00,0x3f,0xff,0xff,0xf8,0x00,0x00,0x03,0xff,0xff,0xff,0xc0,0x00,
0x00,0x1f,0xff,0xff,0xe0,0x00,0x00,0x00,0xff,0xff,0xff,0x80,0x00,
0x00,0x0f,0xff,0xff,0x80,0x00,0x00,0x00,0x3f,0xff,0xff,0x00,0x00,
0x00,0x03,0xff,0xfe,0x00,0x00,0x00,0x00,0x0f,0xff,0xfc,0x00,0x00,
0x00,0x01,0xff,0xfc,0x00,0x00,0x00,0x00,0x07,0xff,0xf8,0x00,0x00,
0x00,0x03,0xff,0xf8,0x00,0x00,0x00,0x00,0x01,0xff,0xf8,0x00,0x00,
0x00,0x07,0xff,0xfc,0x00,0x00,0x00,0x00,0x03,0xff,0xfc,0x00,0x00,
0x00,0x0f,0xff,0xfe,0x00,0x00,0x00,0x00,0x07,0xff,0xfe,0x00,0x00,
0x00,0x0f,0xff,0xff,0x00,0x00,0x00,0x00,0x0f,0xff,0xfe,0x00,0x00,
0x00,0x1f,0xff,0xff,0x80,0x00,0x00,0x00,0x1f,0xff,0xff,0x00,0x00,
0x00,0x1f,0xff,0xff,0x80,0x00,0x00,0x00,0x1f,0xff,0xff,0x00,0x00,
0x00,0x3f,0xfe,0xff,0xc0,0x00,0x00,0x00,0x3f,0xff,0xff,0x80,0x00,
0x00,0x7f,0xfc,0x7f,0xe0,0x00,0x00,0x00,0x7f,0xe7,0xff,0xc0,0x00,
0x00,0x7f,0xf8,0x3f,0xf0,0x00,0x00,0x00,0xff,0xc3,0xff,0xc0,0x00,
0x00,0xff,0xf8,0x1f,0xf8,0x00,0x00,0x01,0xff,0x83,0xff,0xe0,0x00,
0x00,0xff,0xf0,0x07,0xf8,0x00,0x00,0x01,0xfe,0x01,0xff,0xe0,0x00,
0x00,0xff,0xf0,0x03,0xfc,0x00,0x00,0x03,0xfc,0x01,0xff,0xe0,0x00,
0x01,0xff,0xe0,0x01,0xfe,0x00,0x00,0x07,0xf8,0x00,0xff,0xf0,0x00,
0x01,0xff,0xe0,0x00,0xff,0x00,0x00,0x0f,0xf0,0x00,0xff,0xf0,0x00,
0x01,0xff,0xc0,0x00,0x3f,0x80,0x00,0x1f,0xc0,0x00,0x7f,0xf0,0x00,
0x01,0xff,0xc0,0x00,0x1f,0x80,0x00,0x1f,0x80,0x00,0x7f,0xf0,0x00,
0x03,0xff,0xc0,0x00,0x0f,0xc0,0x00,0x3f,0x00,0x00,0x7f,0xf8,0x00,
0x03,0xff,0x80,0x00,0x07,0xe0,0x00,0x7e,0x00,0x00,0x3f,0xf8,0x00,
0x03,0xff,0x80,0x00,0x01,0xf0,0x00,0xf8,0x00,0x00,0x3f,0xf8,0x00,
0x03,0xff,0x80,0x00,0x00,0xf8,0x01,0xf0,0x00,0x00,0x3f,0xf8,0x00,
0x03,0xff,0x80,0x00,0x00,0x78,0x01,0xe0,0x00,0x00,0x3f,0xf8,0x00,
0x07,0xff,0x00,0x00,0x00,0x3c,0x03,0xc0,0x00,0x00,0x3f,0xfc,0x00,
0x07,0xff,0x00,0x00,0x00,0x0e,0x07,0x00,0x00,0x00,0x1f,0xfc,0x00,
0x07,0xff,0x00,0x00,0x00,0x07,0x0e,0x00,0x00,0x00,0x1f,0xfc,0x00,
0x07,0xff,0x00,0x00,0x00,0x03,0x9c,0x00,0x00,0x00,0x1f,0xfc,0x00,
0x07,0xff,0x00,0x00,0x00,0x01,0x98,0x00,0x00,0x00,0x1f,0xfc,0x00,
0x07,0xff,0x00,0x00,0x00,0x00,0x60,0x00,0x00,0x00,0x1f,0xfc,0x00
};
/* per-player colors */
static const rgb_t crosshair_colors[] =
{
rgb_t(0x40,0x40,0xff),
rgb_t(0xff,0x40,0x40),
rgb_t(0x40,0xff,0x40),
rgb_t(0xff,0xff,0x40),
rgb_t(0xff,0x40,0xff),
rgb_t(0x40,0xff,0xff),
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 = screen_device_enumerator(machine.root_device()).first();
}
//-------------------------------------------------
// 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()
{
rgb_t color = m_player < std::size(crosshair_colors) ? crosshair_colors[m_player] : rgb_t::white();
// if we have a bitmap and texture for this player, kill it
if (!m_bitmap)
{
m_bitmap = std::make_unique<bitmap_argb32>();
m_texture = m_machine.render().texture_alloc(render_texture::hq_scale);
}
else
{
m_bitmap->reset();
}
emu_file crossfile(m_machine.options().crosshair_path(), OPEN_FLAG_READ);
if (!m_name.empty())
{
// look for user specified file
if (!crossfile.open(m_name + ".png"))
{
render_load_png(*m_bitmap, crossfile);
crossfile.close();
}
}
else
{
// look for default cross?.png in crsshair/game dir
std::string const filename = string_format("cross%d.png", m_player + 1);
if (!crossfile.open(m_machine.system().name + (PATH_SEPARATOR + filename)))
{
render_load_png(*m_bitmap, crossfile);
crossfile.close();
}
// look for default cross?.png in crsshair dir
if (!m_bitmap->valid() && !crossfile.open(filename))
{
render_load_png(*m_bitmap, crossfile);
crossfile.close();
}
}
/* 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 (int y = 0; y < CROSSHAIR_RAW_SIZE / 2; y++)
{
/* assume it is mirrored vertically */
u32 *const dest0 = &m_bitmap->pix(y);
u32 *const dest1 = &m_bitmap->pix(CROSSHAIR_RAW_SIZE - 1 - y);
/* extract to two rows simultaneously */
for (int 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);
}
//-------------------------------------------------
// update_position - update the crosshair values
// for the given player
//-------------------------------------------------
void render_crosshair::update_position()
{
// read all the lightgun values
bool gotx = false, goty = false;
for (auto const &port : m_machine.ioport().ports())
for (ioport_field const &field : port.second->fields())
if (field.player() == m_player && field.crosshair_axis() != CROSSHAIR_AXIS_NONE && field.enabled())
{
// handle X axis
if (field.crosshair_axis() == CROSSHAIR_AXIS_X)
{
m_x = field.crosshair_read();
gotx = true;
if (field.crosshair_altaxis() != 0)
{
m_y = field.crosshair_altaxis();
goty = true;
}
}
// handle Y axis
else
{
m_y = field.crosshair_read();
goty = true;
if (field.crosshair_altaxis() != 0)
{
m_x = field.crosshair_altaxis();
gotx = true;
}
}
// if we got both, stop
if (gotx && goty)
return;
}
}
//-------------------------------------------------
// animate - update the crosshair state
//-------------------------------------------------
void render_crosshair::animate(u16 auto_time)
{
// read all the port values
if (m_used)
update_position();
// 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, u8 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
//**************************************************************************
//-------------------------------------------------
// crosshair_manager - constructor
//-------------------------------------------------
crosshair_manager::crosshair_manager(running_machine &machine)
: m_machine(machine)
, m_usage(false)
, m_fade(0)
, 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(&crosshair_manager::exit, this));
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())
for (ioport_field const &field : port.second->fields())
if (field.crosshair_axis() != CROSSHAIR_AXIS_NONE)
{
int player = field.player();
assert(player < MAX_PLAYERS);
/* mark as used and set the default visibility and mode */
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 */
if (m_usage)
{
machine.configuration().config_register("crosshairs",
configuration_manager::load_delegate(&crosshair_manager::config_load, this),
configuration_manager::save_delegate(&crosshair_manager::config_save, this));
}
/* register the animation callback */
screen_device *first_screen = screen_device_enumerator(machine.root_device()).first();
if (first_screen)
first_screen->register_vblank_callback(vblank_state_delegate(&crosshair_manager::animate, this));
}
/*-------------------------------------------------
exit - free memory allocated for
the crosshairs
-------------------------------------------------*/
void crosshair_manager::exit()
{
/* free bitmaps and textures for each player */
for (int player = 0; player < MAX_PLAYERS; player++)
m_crosshair[player] = nullptr;
}
/*-------------------------------------------------
animate - animates the crosshair once a frame
-------------------------------------------------*/
void crosshair_manager::animate(screen_device &device, bool vblank_state)
{
int player;
/* only animate once per frame, when vblank_state is 1 */
if (!vblank_state)
return;
/* increment animation counter */
m_animation_counter += 0x08;
/* compute a fade factor from the current animation value */
if (m_animation_counter < 0x80)
m_fade = 0xa0 + (0x60 * ( m_animation_counter & 0x7f) / 0x80);
else
m_fade = 0xa0 + (0x60 * (~m_animation_counter & 0x7f) / 0x80);
for (player = 0; player < MAX_PLAYERS; player++)
m_crosshair[player]->animate(m_auto_time);
}
/*-------------------------------------------------
render - render the crosshairs
for the given screen
-------------------------------------------------*/
void crosshair_manager::render(screen_device &screen)
{
int player;
for (player = 0; player < MAX_PLAYERS; player++)
{
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);
}
}
/*-------------------------------------------------
config_load - read and apply data from the
configuration file
-------------------------------------------------*/
void crosshair_manager::config_load(config_type cfg_type, config_level cfg_level, util::xml::data_node const *parentnode)
{
// Note: crosshair_load() is only registered if croshairs are used
// we only care about system-specific configuration
if ((cfg_type != config_type::SYSTEM) || !parentnode)
return;
// loop and get player crosshair info
for (util::xml::data_node const *crosshairnode = parentnode->get_child("crosshair"); crosshairnode; crosshairnode = crosshairnode->get_next_sibling("crosshair"))
{
int const player = crosshairnode->get_attribute_int("player", -1);
// check to make sure we have a valid player
if (player >= 0 && player < MAX_PLAYERS)
{
// check if the player really uses a crosshair
render_crosshair &crosshair = *m_crosshair[player];
if (crosshair.is_used())
{
// get, check, and store visibility mode
int const mode = crosshairnode->get_attribute_int("mode", CROSSHAIR_VISIBILITY_DEFAULT);
if (mode >= CROSSHAIR_VISIBILITY_OFF && mode <= CROSSHAIR_VISIBILITY_AUTO)
{
crosshair.set_mode(u8(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
crosshair.set_bitmap_name(crosshairnode->get_attribute_string("pic", ""));
}
}
}
// get, check, and store auto visibility time
util::xml::data_node const *crosshairnode = parentnode->get_child("autotime");
if (crosshairnode)
{
int const auto_time = crosshairnode->get_attribute_int("val", CROSSHAIR_VISIBILITY_AUTOTIME_DEFAULT);
if ((auto_time >= CROSSHAIR_VISIBILITY_AUTOTIME_MIN) && (auto_time <= CROSSHAIR_VISIBILITY_AUTOTIME_MAX))
m_auto_time = u8(auto_time);
}
}
/*-------------------------------------------------
config_save - save data to the
configuration file
-------------------------------------------------*/
void crosshair_manager::config_save(config_type cfg_type, util::xml::data_node *parentnode)
{
// Note: crosshair_save() is only registered if crosshairs are used
// we only create system-specific configuration
if (cfg_type != config_type::SYSTEM)
return;
for (int player = 0; player < MAX_PLAYERS; player++)
{
const render_crosshair &crosshair = *m_crosshair[player];
if (crosshair.is_used())
{
// create a node
util::xml::data_node *const crosshairnode = parentnode->add_child("crosshair", nullptr);
if (crosshairnode != nullptr)
{
bool changed = false;
crosshairnode->set_attribute_int("player", player);
if (crosshair.mode() != CROSSHAIR_VISIBILITY_DEFAULT)
{
crosshairnode->set_attribute_int("mode", crosshair.mode());
changed = true;
}
// only save graphic name if not the default
if (*crosshair.bitmap_name() != '\0')
{
crosshairnode->set_attribute("pic", crosshair.bitmap_name());
changed = true;
}
// if nothing changed, kill the node
if (!changed)
crosshairnode->delete_node();
}
}
}
// always store autotime so that it stays at the user value if it is needed
if (m_auto_time != CROSSHAIR_VISIBILITY_AUTOTIME_DEFAULT)
{
// create a node
util::xml::data_node *const crosshairnode = parentnode->add_child("autotime", nullptr);
if (crosshairnode)
crosshairnode->set_attribute_int("val", m_auto_time);
}
}