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https://github.com/holub/mame
synced 2025-04-22 16:31:49 +03:00
Added a crosshair_set_screen() to allow drivers to control which screen(s) on
which crosshairs are displayed.
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@ -332,7 +332,8 @@ void crosshair_render(const device_config *screen)
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for (player = 0; player < MAX_PLAYERS; player++)
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/* draw if visible and the right screen */
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if (global.visible[player] && (global.screen[player] == screen))
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if (global.visible[player] &&
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((global.screen[player] == screen) || (global.screen[player] == CROSSHAIR_SCREEN_ALL)))
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{
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/* add a quad assuming a 4:3 screen (this is not perfect) */
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render_screen_add_quad(screen,
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@ -342,3 +343,14 @@ void crosshair_render(const device_config *screen)
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global.texture[player], PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA));
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}
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}
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/*-------------------------------------------------
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crosshair_set_screen - sets the screen(s) for a
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given player's crosshair
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-------------------------------------------------*/
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void crosshair_set_screen(running_machine *machine, int player, const device_config *screen)
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{
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global.screen[player] = screen;
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}
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@ -15,6 +15,19 @@
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#define __CRSSHAIR_H__
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/***************************************************************************
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CONSTANTS
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***************************************************************************/
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#define CROSSHAIR_SCREEN_NONE ((const device_config *) 0)
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#define CROSSHAIR_SCREEN_ALL ((const device_config *) ~0)
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/***************************************************************************
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FUNCTION PROTOTYPES
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***************************************************************************/
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/* initializes the crosshair system */
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void crosshair_init(running_machine *machine);
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@ -24,5 +37,9 @@ void crosshair_render(const device_config *screen);
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/* toggles crosshair visibility */
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void crosshair_toggle(running_machine *machine);
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/* sets the screen(s) for a given player's crosshair */
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void crosshair_set_screen(running_machine *machine, int player, const device_config *screen);
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#endif /* __CRSSHAIR_H__ */
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