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Diffstat (limited to 'src/emu/crsshair.c')
-rw-r--r--src/emu/crsshair.c22
1 files changed, 11 insertions, 11 deletions
diff --git a/src/emu/crsshair.c b/src/emu/crsshair.c
index b81fa72069c..ccda97d9b54 100644
--- a/src/emu/crsshair.c
+++ b/src/emu/crsshair.c
@@ -39,7 +39,7 @@ struct _crosshair_global
UINT8 visible[MAX_PLAYERS]; /* visibility per player */
bitmap_t * bitmap[MAX_PLAYERS]; /* bitmap per player */
render_texture * texture[MAX_PLAYERS]; /* texture per player */
- running_device *screen[MAX_PLAYERS]; /* the screen on which this player's crosshair is drawn */
+ device_t *screen[MAX_PLAYERS]; /* the screen on which this player's crosshair is drawn */
float x[MAX_PLAYERS]; /* current X position */
float y[MAX_PLAYERS]; /* current Y position */
float last_x[MAX_PLAYERS]; /* last X position */
@@ -135,7 +135,7 @@ static void crosshair_exit(running_machine *machine);
static void crosshair_load(running_machine *machine, int config_type, xml_data_node *parentnode);
static void crosshair_save(running_machine *machine, int config_type, xml_data_node *parentnode);
-static void animate(running_device *device, void *param, int vblank_state);
+static void animate(screen_device &device, void *param, bool vblank_state);
/***************************************************************************
@@ -179,7 +179,7 @@ static void create_bitmap(running_machine *machine, int player)
if (global.bitmap[player] == NULL)
{
/* allocate a blank bitmap to start with */
- global.bitmap[player] = bitmap_alloc(CROSSHAIR_RAW_SIZE, CROSSHAIR_RAW_SIZE, BITMAP_FORMAT_ARGB32);
+ global.bitmap[player] = global_alloc(bitmap_t(CROSSHAIR_RAW_SIZE, CROSSHAIR_RAW_SIZE, BITMAP_FORMAT_ARGB32));
bitmap_fill(global.bitmap[player], NULL, MAKE_ARGB(0x00,0xff,0xff,0xff));
/* extract the raw source data to it */
@@ -222,7 +222,7 @@ void crosshair_init(running_machine *machine)
global.auto_time = CROSSHAIR_VISIBILITY_AUTOTIME_DEFAULT;
/* determine who needs crosshairs */
- for (port = machine->portlist.first(); port != NULL; port = port->next)
+ for (port = machine->portlist.first(); port != NULL; port = port->next())
for (field = port->fieldlist; field != NULL; field = field->next)
if (field->crossaxis != CROSSHAIR_AXIS_NONE)
{
@@ -248,7 +248,7 @@ void crosshair_init(running_machine *machine)
/* register the animation callback */
if (machine->primary_screen != NULL)
- video_screen_register_vblank_callback(machine->primary_screen, animate, NULL);
+ machine->primary_screen->register_vblank_callback(animate, NULL);
}
@@ -331,7 +331,7 @@ void crosshair_set_user_settings(running_machine *machine, UINT8 player, crossha
animate - animates the crosshair once a frame
-------------------------------------------------*/
-static void animate(running_device *device, void *param, int vblank_state)
+static void animate(screen_device &device, void *param, bool vblank_state)
{
int player;
@@ -352,7 +352,7 @@ static void animate(running_device *device, void *param, int vblank_state)
{
/* read all the lightgun values */
if (global.used[player])
- input_port_get_crosshair_position(device->machine, player, &global.x[player], &global.y[player]);
+ input_port_get_crosshair_position(device.machine, player, &global.x[player], &global.y[player]);
/* auto visibility */
if (global.mode[player] == CROSSHAIR_VISIBILITY_AUTO)
@@ -388,17 +388,17 @@ static void animate(running_device *device, void *param, int vblank_state)
for the given screen
-------------------------------------------------*/
-void crosshair_render(running_device *screen)
+void crosshair_render(screen_device &screen)
{
int player;
for (player = 0; player < MAX_PLAYERS; player++)
/* draw if visible and the right screen */
if (global.visible[player] &&
- ((global.screen[player] == screen) || (global.screen[player] == CROSSHAIR_SCREEN_ALL)))
+ ((global.screen[player] == &screen) || (global.screen[player] == CROSSHAIR_SCREEN_ALL)))
{
/* add a quad assuming a 4:3 screen (this is not perfect) */
- render_screen_add_quad(screen,
+ render_screen_add_quad(&screen,
global.x[player] - 0.03f, global.y[player] - 0.04f,
global.x[player] + 0.03f, global.y[player] + 0.04f,
MAKE_ARGB(0xc0, global.fade, global.fade, global.fade),
@@ -412,7 +412,7 @@ void crosshair_render(running_device *screen)
given player's crosshair
-------------------------------------------------*/
-void crosshair_set_screen(running_machine *machine, int player, running_device *screen)
+void crosshair_set_screen(running_machine *machine, int player, device_t *screen)
{
global.screen[player] = screen;
}