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-rw-r--r--src/emu/rendlay.h136
1 files changed, 68 insertions, 68 deletions
diff --git a/src/emu/rendlay.h b/src/emu/rendlay.h
index db33b3dea2c..21633a51dc6 100644
--- a/src/emu/rendlay.h
+++ b/src/emu/rendlay.h
@@ -155,28 +155,28 @@ private:
#define MAX_BITMAPS 32
// internal state
- component * m_next; // link to next component
- component_type m_type; // type of component
- int m_state; // state where this component is visible (-1 means all states)
- render_bounds m_bounds; // bounds of the element
- render_color m_color; // color of the element
- astring m_string; // string for text components
- int m_digits; // number of digits for simple counters
- int m_textalign; // text alignment to box
- bitmap_argb32 m_bitmap[MAX_BITMAPS]; // source bitmap for images
- astring m_dirname; // directory name of image file (for lazy loading)
- emu_file * m_file[MAX_BITMAPS]; // file object for reading image/alpha files
- astring m_imagefile[MAX_BITMAPS]; // name of the image file (for lazy loading)
- astring m_alphafile[MAX_BITMAPS]; // name of the alpha file (for lazy loading)
- bool m_hasalpha[MAX_BITMAPS]; // is there any alpha component present?
+ component * m_next; // link to next component
+ component_type m_type; // type of component
+ int m_state; // state where this component is visible (-1 means all states)
+ render_bounds m_bounds; // bounds of the element
+ render_color m_color; // color of the element
+ astring m_string; // string for text components
+ int m_digits; // number of digits for simple counters
+ int m_textalign; // text alignment to box
+ bitmap_argb32 m_bitmap[MAX_BITMAPS]; // source bitmap for images
+ astring m_dirname; // directory name of image file (for lazy loading)
+ emu_file * m_file[MAX_BITMAPS]; // file object for reading image/alpha files
+ astring m_imagefile[MAX_BITMAPS]; // name of the image file (for lazy loading)
+ astring m_alphafile[MAX_BITMAPS]; // name of the alpha file (for lazy loading)
+ bool m_hasalpha[MAX_BITMAPS]; // is there any alpha component present?
// stuff for fruit machine reels
// basically made up of multiple text strings / gfx
- int m_numstops;
- astring m_stopnames[MAX_BITMAPS];
- int m_stateoffset;
- int m_reelreversed;
- int m_numsymbolsvisible;
+ int m_numstops;
+ astring m_stopnames[MAX_BITMAPS];
+ int m_stateoffset;
+ int m_reelreversed;
+ int m_numsymbolsvisible;
};
@@ -187,22 +187,22 @@ private:
texture();
~texture();
- layout_element * m_element; // pointer back to the element
- render_texture * m_texture; // texture for this state
- int m_state; // associated state number
+ layout_element * m_element; // pointer back to the element
+ render_texture * m_texture; // texture for this state
+ int m_state; // associated state number
};
// internal helpers
static void element_scale(bitmap_argb32 &dest, bitmap_argb32 &source, const rectangle &sbounds, void *param);
// internal state
- layout_element * m_next; // link to next element
- running_machine & m_machine; // reference to the owning machine
- astring m_name; // name of this element
- simple_list<component> m_complist; // list of components
- int m_defstate; // default state of this element
- int m_maxstate; // maximum state value for all components
- texture * m_elemtex; // array of element textures used for managing the scaled bitmaps
+ layout_element * m_next; // link to next element
+ running_machine & m_machine; // reference to the owning machine
+ astring m_name; // name of this element
+ simple_list<component> m_complist; // list of components
+ int m_defstate; // default state of this element
+ int m_maxstate; // maximum state value for all components
+ texture * m_elemtex; // array of element textures used for managing the scaled bitmaps
};
@@ -241,16 +241,16 @@ public:
private:
// internal state
- item * m_next; // link to next item
- layout_element * m_element; // pointer to the associated element (non-screens only)
- astring m_output_name; // name of this item
- astring m_input_tag; // input tag of this item
- ioport_value m_input_mask; // input mask of this item
- screen_device * m_screen; // pointer to screen
- int m_orientation; // orientation of this item
- render_bounds m_bounds; // bounds of the item
- render_bounds m_rawbounds; // raw (original) bounds of the item
- render_color m_color; // color of the item
+ item * m_next; // link to next item
+ layout_element * m_element; // pointer to the associated element (non-screens only)
+ astring m_output_name; // name of this item
+ astring m_input_tag; // input tag of this item
+ ioport_value m_input_mask; // input mask of this item
+ screen_device * m_screen; // pointer to screen
+ int m_orientation; // orientation of this item
+ render_bounds m_bounds; // bounds of the item
+ render_bounds m_rawbounds; // raw (original) bounds of the item
+ render_color m_color; // color of the item
};
// construction/destruction
@@ -273,21 +273,21 @@ public:
private:
// internal state
- layout_view * m_next; // pointer to next layout in the list
- astring m_name; // name of the layout
- float m_aspect; // X/Y of the layout
- float m_scraspect; // X/Y of the screen areas
- render_screen_list m_screens; // list of active screens
- render_bounds m_bounds; // computed bounds of the view
- render_bounds m_scrbounds; // computed bounds of the screens within the view
- render_bounds m_expbounds; // explicit bounds of the view
- bool m_layenabled[ITEM_LAYER_MAX]; // is this layer enabled?
- simple_list<item> m_backdrop_list; // list of backdrop items
- simple_list<item> m_screen_list; // list of screen items
- simple_list<item> m_overlay_list; // list of overlay items
- simple_list<item> m_bezel_list; // list of bezel items
- simple_list<item> m_cpanel_list; // list of marquee items
- simple_list<item> m_marquee_list; // list of marquee items
+ layout_view * m_next; // pointer to next layout in the list
+ astring m_name; // name of the layout
+ float m_aspect; // X/Y of the layout
+ float m_scraspect; // X/Y of the screen areas
+ render_screen_list m_screens; // list of active screens
+ render_bounds m_bounds; // computed bounds of the view
+ render_bounds m_scrbounds; // computed bounds of the screens within the view
+ render_bounds m_expbounds; // explicit bounds of the view
+ bool m_layenabled[ITEM_LAYER_MAX]; // is this layer enabled?
+ simple_list<item> m_backdrop_list; // list of backdrop items
+ simple_list<item> m_screen_list; // list of screen items
+ simple_list<item> m_overlay_list; // list of overlay items
+ simple_list<item> m_bezel_list; // list of bezel items
+ simple_list<item> m_cpanel_list; // list of marquee items
+ simple_list<item> m_marquee_list; // list of marquee items
};
@@ -310,9 +310,9 @@ public:
private:
// internal state
- layout_file * m_next; // pointer to the next file in the list
- simple_list<layout_element> m_elemlist; // list of shared layout elements
- simple_list<layout_view> m_viewlist; // list of views
+ layout_file * m_next; // pointer to the next file in the list
+ simple_list<layout_element> m_elemlist; // list of shared layout elements
+ simple_list<layout_view> m_viewlist; // list of views
};
@@ -322,25 +322,25 @@ private:
//**************************************************************************
// no screens layouts
-extern const char layout_noscreens[]; // for screenless systems
+extern const char layout_noscreens[]; // for screenless systems
// single screen layouts
-extern const char layout_horizont[]; // horizontal 4:3 screens
-extern const char layout_vertical[]; // vertical 4:3 screens
+extern const char layout_horizont[]; // horizontal 4:3 screens
+extern const char layout_vertical[]; // vertical 4:3 screens
// dual screen layouts
-extern const char layout_dualhsxs[]; // dual 4:3 screens side-by-side
-extern const char layout_dualhovu[]; // dual 4:3 screens above and below
-extern const char layout_dualhuov[]; // dual 4:3 screens below and above
+extern const char layout_dualhsxs[]; // dual 4:3 screens side-by-side
+extern const char layout_dualhovu[]; // dual 4:3 screens above and below
+extern const char layout_dualhuov[]; // dual 4:3 screens below and above
// triple screen layouts
-extern const char layout_triphsxs[]; // triple 4:3 screens side-by-side
+extern const char layout_triphsxs[]; // triple 4:3 screens side-by-side
// quad screen layouts
-extern const char layout_quadhsxs[]; // quad 4:3 screens side-by-side
+extern const char layout_quadhsxs[]; // quad 4:3 screens side-by-side
// LCD screen layouts
-extern const char layout_lcd[]; // generic 1:1 lcd screen layout
-extern const char layout_lcd_rot[]; // same, for use with ROT90 or ROT270
+extern const char layout_lcd[]; // generic 1:1 lcd screen layout
+extern const char layout_lcd_rot[]; // same, for use with ROT90 or ROT270
-#endif // __RENDLAY_H__
+#endif // __RENDLAY_H__