diff options
author | 2011-04-27 20:34:45 +0000 | |
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committer | 2011-04-27 20:34:45 +0000 | |
commit | af94c692bb616def82ec38e717dea5e507d310fe (patch) | |
tree | 62402705206111cd10ec15d585de338f2881ea14 /src/emu/render.c | |
parent | 9092f1596454dd7b76e954038f7dd25f3305e345 (diff) |
Switch to using delegates for some callbacks:
- non-device timer callbacks
- machine state changing callbacks
- configuration callbacks
- per-screen VBLANK callbacks
- DRC backend callbacks
For the timer case only, I added wrappers for the old-style functions.
Over time, drivers should switch to device timers instead, reducing the
number of timers that are directly allocated through the scheduler.
Diffstat (limited to 'src/emu/render.c')
-rw-r--r-- | src/emu/render.c | 12 |
1 files changed, 1 insertions, 11 deletions
diff --git a/src/emu/render.c b/src/emu/render.c index d6e8c2d875f..10c96700ad5 100644 --- a/src/emu/render.c +++ b/src/emu/render.c @@ -2465,7 +2465,7 @@ render_manager::render_manager(running_machine &machine) m_screen_container_list(machine.respool()) { // register callbacks - config_register(machine, "video", config_load_static, config_save_static); + config_register(machine, "video", config_saveload_delegate(FUNC(render_manager::config_load), this), config_saveload_delegate(FUNC(render_manager::config_save), this)); // create one container per screen for (screen_device *screen = machine.first_screen(); screen != NULL; screen = screen->next_screen()) @@ -2684,11 +2684,6 @@ void render_manager::container_free(render_container *container) // configuration file //------------------------------------------------- -void render_manager::config_load_static(running_machine &machine, int config_type, xml_data_node *parentnode) -{ - machine.render().config_load(config_type, parentnode); -} - void render_manager::config_load(int config_type, xml_data_node *parentnode) { // we only care about game files @@ -2748,11 +2743,6 @@ void render_manager::config_load(int config_type, xml_data_node *parentnode) // file //------------------------------------------------- -void render_manager::config_save_static(running_machine &machine, int config_type, xml_data_node *parentnode) -{ - machine.render().config_save(config_type, parentnode); -} - void render_manager::config_save(int config_type, xml_data_node *parentnode) { // we only care about game files |