diff options
Diffstat (limited to 'src/emu/render.c')
-rw-r--r-- | src/emu/render.c | 38 |
1 files changed, 19 insertions, 19 deletions
diff --git a/src/emu/render.c b/src/emu/render.c index 94f8d0799a4..709e9a3d0ea 100644 --- a/src/emu/render.c +++ b/src/emu/render.c @@ -702,8 +702,8 @@ const rgb_t *render_texture::get_adjusted_palette(render_container &container) render_container::render_container(render_manager &manager, screen_device *screen) : m_next(NULL), m_manager(manager), - m_itemlist(manager.machine().m_respool), - m_item_allocator(manager.machine().m_respool), + m_itemlist(manager.machine().respool()), + m_item_allocator(manager.machine().respool()), m_screen(screen), m_overlaybitmap(NULL), m_overlaytexture(NULL), @@ -720,7 +720,7 @@ render_container::render_container(render_manager &manager, screen_device *scree if (screen != NULL) { // set the initial orientation and brightness/contrast/gamma - m_user.m_orientation = manager.machine().gamedrv->flags & ORIENTATION_MASK; + m_user.m_orientation = manager.machine().system().flags & ORIENTATION_MASK; m_user.m_brightness = manager.machine().options().brightness(); m_user.m_contrast = manager.machine().options().contrast(); m_user.m_gamma = manager.machine().options().gamma(); @@ -1051,7 +1051,7 @@ render_target::render_target(render_manager &manager, const char *layoutfile, UI : m_next(NULL), m_manager(manager), m_curview(NULL), - m_filelist(*auto_alloc(&manager.machine(), simple_list<layout_file>(manager.machine().m_respool))), + m_filelist(*auto_alloc(&manager.machine(), simple_list<layout_file>(manager.machine().respool()))), m_flags(flags), m_listindex(0), m_width(640), @@ -1063,7 +1063,7 @@ render_target::render_target(render_manager &manager, const char *layoutfile, UI m_base_orientation(ROT0), m_maxtexwidth(65536), m_maxtexheight(65536), - m_debug_containers(manager.machine().m_respool) + m_debug_containers(manager.machine().respool()) { // determine the base layer configuration based on options m_base_layerconfig.set_backdrops_enabled(manager.machine().options().use_backdrops()); @@ -1074,12 +1074,12 @@ render_target::render_target(render_manager &manager, const char *layoutfile, UI // determine the base orientation based on options m_orientation = ROT0; if (!manager.machine().options().rotate()) - m_base_orientation = orientation_reverse(manager.machine().gamedrv->flags & ORIENTATION_MASK); + m_base_orientation = orientation_reverse(manager.machine().system().flags & ORIENTATION_MASK); // rotate left/right - if (manager.machine().options().ror() || (manager.machine().options().auto_ror() && (manager.machine().gamedrv->flags & ORIENTATION_SWAP_XY))) + if (manager.machine().options().ror() || (manager.machine().options().auto_ror() && (manager.machine().system().flags & ORIENTATION_SWAP_XY))) m_base_orientation = orientation_add(ROT90, m_base_orientation); - if (manager.machine().options().rol() || (manager.machine().options().auto_rol() && (manager.machine().gamedrv->flags & ORIENTATION_SWAP_XY))) + if (manager.machine().options().rol() || (manager.machine().options().auto_rol() && (manager.machine().system().flags & ORIENTATION_SWAP_XY))) m_base_orientation = orientation_add(ROT270, m_base_orientation); // flip X/Y @@ -1631,18 +1631,18 @@ void render_target::load_layout_files(const char *layoutfile, bool singlefile) return; // try to load a file based on the driver name - const game_driver *gamedrv = m_manager.machine().gamedrv; - if (!load_layout_file(basename, gamedrv->name)) + const game_driver &system = m_manager.machine().system(); + if (!load_layout_file(basename, system.name)) load_layout_file(basename, "default"); // if a default view has been specified, use that as a fallback - if (gamedrv->default_layout != NULL) - load_layout_file(NULL, gamedrv->default_layout); - if (m_manager.machine().m_config.m_default_layout != NULL) - load_layout_file(NULL, m_manager.machine().m_config.m_default_layout); + if (system.default_layout != NULL) + load_layout_file(NULL, system.default_layout); + if (m_manager.machine().config().m_default_layout != NULL) + load_layout_file(NULL, m_manager.machine().config().m_default_layout); // try to load another file based on the parent driver name - const game_driver *cloneof = driver_get_clone(gamedrv); + const game_driver *cloneof = driver_get_clone(&system); if (cloneof != NULL) if (!load_layout_file(cloneof->name, cloneof->name)) load_layout_file(cloneof->name, "default"); @@ -1650,7 +1650,7 @@ void render_target::load_layout_files(const char *layoutfile, bool singlefile) // now do the built-in layouts for single-screen games if (m_manager.machine().m_devicelist.count(SCREEN) == 1) { - if (gamedrv->flags & ORIENTATION_SWAP_XY) + if (system.flags & ORIENTATION_SWAP_XY) load_layout_file(NULL, layout_vertical); else load_layout_file(NULL, layout_horizont); @@ -2454,12 +2454,12 @@ done: render_manager::render_manager(running_machine &machine) : m_machine(machine), - m_targetlist(machine.m_respool), + m_targetlist(machine.respool()), m_ui_target(NULL), m_live_textures(0), - m_texture_allocator(machine.m_respool), + m_texture_allocator(machine.respool()), m_ui_container(auto_alloc(&machine, render_container(*this))), - m_screen_container_list(machine.m_respool) + m_screen_container_list(machine.respool()) { // register callbacks config_register(&machine, "video", config_load_static, config_save_static); |