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-rw-r--r--src/emu/rendlay.h20
1 files changed, 10 insertions, 10 deletions
diff --git a/src/emu/rendlay.h b/src/emu/rendlay.h
index 5d59be7e08e..a288e0ab09d 100644
--- a/src/emu/rendlay.h
+++ b/src/emu/rendlay.h
@@ -134,20 +134,20 @@ private:
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
+ std::string 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)
+ std::string m_dirname; // directory name of image file (for lazy loading)
auto_pointer<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)
+ std::string m_imagefile[MAX_BITMAPS]; // name of the image file (for lazy loading)
+ std::string 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];
+ std::string m_stopnames[MAX_BITMAPS];
int m_stateoffset;
int m_reelreversed;
int m_numsymbolsvisible;
@@ -172,7 +172,7 @@ private:
// 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
+ std::string 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
@@ -207,7 +207,7 @@ public:
const render_color &color() const { return m_color; }
int orientation() const { return m_orientation; }
render_container *screen_container(running_machine &machine) const;
- bool has_input() const { return bool(m_input_tag); }
+ bool has_input() const { return !m_input_tag.empty(); }
const char *input_tag_and_mask(ioport_value &mask) const { mask = m_input_mask; return m_input_tag.c_str(); }
// fetch state based on configured source
@@ -217,8 +217,8 @@ public:
// 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
+ std::string m_output_name; // name of this item
+ std::string 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
@@ -248,7 +248,7 @@ public:
private:
// internal state
layout_view * m_next; // pointer to next layout in the list
- astring m_name; // name of the layout
+ std::string 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