diff options
author | 2011-04-27 05:11:18 +0000 | |
---|---|---|
committer | 2011-04-27 05:11:18 +0000 | |
commit | 919913f118760c0ca41ab63512bd5c106f6fd840 (patch) | |
tree | cd6c115c8e9c5280ac4bd16eabfe69c7341151c2 /src/emu/render.c | |
parent | 84f2c31f7d6f6c667427b1d60c83e6dc9f420d60 (diff) |
Collapsed device_config and device_t into one class. Updated all
existing modern devices and the legacy wrappers to work in this
environment. This in general greatly simplifies writing a modern
device. [Aaron Giles]
General notes:
* some more cleanup probably needs to happen behind this change,
but I needed to get it in before the next device modernization
or import from MESS :)
* new template function device_creator which automatically defines
the static function that creates the device; use this instead of
creating a static_alloc_device_config function
* added device_stop() method which is called at around the time
the previous device_t's destructor was called; if you auto_free
anything, do it here because the machine is gone when the
destructor is called
* changed the static_set_* calls to pass a device_t & instead of
a device_config *
* for many devices, the static config structure member names over-
lapped the device's names for devcb_* functions; in these cases
the members in the interface were renamed to have a _cb suffix
* changed the driver_enumerator to only cache 100 machine_configs
because caching them all took a ton of memory; fortunately this
implementation detail is completely hidden behind the
driver_enumerator interface
* got rid of the macros for creating derived classes; doing it
manually is now clean enough that it isn't worth hiding the
details in a macro
Diffstat (limited to 'src/emu/render.c')
-rw-r--r-- | src/emu/render.c | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/src/emu/render.c b/src/emu/render.c index dd3291466c9..d6e8c2d875f 100644 --- a/src/emu/render.c +++ b/src/emu/render.c @@ -1199,7 +1199,7 @@ int render_target::configured_view(const char *viewname, int targetindex, int nu } // if we don't have a match, default to the nth view - int scrcount = m_manager.machine().m_devicelist.count(SCREEN); + int scrcount = m_manager.machine().devicelist().count(SCREEN); if (view == NULL && scrcount > 0) { // if we have enough targets to be one per screen, assign in order @@ -1334,7 +1334,7 @@ void render_target::compute_minimum_size(INT32 &minwidth, INT32 &minheight) int screens_considered = 0; // early exit in case we are called between device teardown and render teardown - if (m_manager.machine().m_devicelist.count() == 0) + if (m_manager.machine().devicelist().count() == 0) { minwidth = 640; minheight = 480; @@ -1651,7 +1651,7 @@ void render_target::load_layout_files(const char *layoutfile, bool singlefile) load_layout_file(driver_list::driver(cloneof).name, "default"); // now do the built-in layouts for single-screen games - if (m_manager.machine().m_devicelist.count(SCREEN) == 1) + if (m_manager.machine().devicelist().count(SCREEN) == 1) { if (system.flags & ORIENTATION_SWAP_XY) load_layout_file(NULL, layout_vertical); |