machine_info::machine_info(running_machine &machine) : m_machine(machine) { // calculate "has..." values m_has_configs = false; m_has_analog = false; m_has_dips = false; m_has_bioses = false; // scan the input port array to see what options we need to enable for (auto &port : machine.ioport().ports()) for (ioport_field &field : port.second->fields()) { if (field.type() == IPT_DIPSWITCH) m_has_dips = true; if (field.type() == IPT_CONFIG) m_has_configs = true; if (field.is_analog()) m_has_analog = true; } for (device_t &device : device_iterator(machine.root_device())) for (const rom_entry &rom : device.rom_region_vector()) if (ROMENTRY_ISSYSTEM_BIOS(&rom)) { m_has_bioses = true; break; } }
void ui_input_frame_update(running_machine &machine) { ui_input_private *uidata = machine.ui_input_data; /* update the state of all the UI keys */ for (ioport_type code = ioport_type(IPT_UI_FIRST + 1); code < IPT_UI_LAST; ++code) { bool pressed = machine.ioport().type_pressed(code); if (!pressed || uidata->seqpressed[code] != SEQ_PRESSED_RESET) uidata->seqpressed[code] = pressed; } }
void crosshair_init(running_machine &machine) { /* request a callback upon exiting */ machine.add_notifier(MACHINE_NOTIFY_EXIT, machine_notify_delegate(FUNC(crosshair_exit), &machine)); /* clear all the globals */ memset(&global, 0, sizeof(global)); /* setup the default auto visibility time */ global.auto_time = CROSSHAIR_VISIBILITY_AUTOTIME_DEFAULT; /* determine who needs crosshairs */ for (ioport_port *port = machine.ioport().first_port(); port != NULL; port = port->next()) for (ioport_field *field = port->first_field(); field != NULL; field = field->next()) 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 */ global.usage = TRUE; global.used[player] = TRUE; global.mode[player] = CROSSHAIR_VISIBILITY_DEFAULT; global.visible[player] = (CROSSHAIR_VISIBILITY_DEFAULT == CROSSHAIR_VISIBILITY_OFF) ? FALSE : TRUE; /* for now, use the main screen */ global.screen[player] = machine.primary_screen; create_bitmap(machine, player); } /* register callbacks for when we load/save configurations */ if (global.usage) config_register(machine, "crosshairs", config_saveload_delegate(FUNC(crosshair_load), &machine), config_saveload_delegate(FUNC(crosshair_save), &machine)); /* register the animation callback */ if (machine.primary_screen != NULL) machine.primary_screen->register_vblank_callback(vblank_state_delegate(FUNC(animate), &machine)); }
crosshair_manager::crosshair_manager(running_machine &machine) : m_machine(machine) { /* 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; /* determine who needs crosshairs */ for (auto &port : machine.ioport().ports()) for (ioport_field &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_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); } /* register callbacks for when we load/save configurations */ if (m_usage) machine.configuration().config_register("crosshairs", config_saveload_delegate(FUNC(crosshair_manager::config_load), this), config_saveload_delegate(FUNC(crosshair_manager::config_save), this)); /* register the animation callback */ if (machine.first_screen() != nullptr) machine.first_screen()->register_vblank_callback(vblank_state_delegate(FUNC(crosshair_manager::animate), this)); }
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(&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 &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", config_saveload_delegate(&crosshair_manager::config_load, this), config_saveload_delegate(&crosshair_manager::config_save, this)); /* register the animation callback */ if (machine.first_screen() != nullptr) machine.first_screen()->register_vblank_callback(vblank_state_delegate(&crosshair_manager::animate, this)); }