get rid of global_alloc (nw)

This commit is contained in:
Miodrag Milanovic 2016-01-11 13:23:03 +01:00
parent c58ef21768
commit e0358a4ce4
2 changed files with 2 additions and 4 deletions

View File

@ -154,8 +154,6 @@ void crosshair_manager::exit()
{
machine().render().texture_free(m_texture[player]);
m_texture[player] = nullptr;
global_free(m_bitmap[player]);
m_bitmap[player] = nullptr;
}
}
@ -173,7 +171,7 @@ void crosshair_manager::create_bitmap(int player)
/* if we have a bitmap and texture for this player, kill it */
if (m_bitmap[player] == nullptr) {
m_bitmap[player] = global_alloc(bitmap_argb32);
m_bitmap[player] = std::make_unique<bitmap_argb32>();
m_texture[player] = machine().render().texture_alloc(render_texture::hq_scale);
}

View File

@ -89,7 +89,7 @@ private:
UINT8 m_used[MAX_PLAYERS]; /* usage per player */
UINT8 m_mode[MAX_PLAYERS]; /* visibility mode per player */
UINT8 m_visible[MAX_PLAYERS]; /* visibility per player */
bitmap_argb32 * m_bitmap[MAX_PLAYERS]; /* bitmap per player */
std::unique_ptr<bitmap_argb32> m_bitmap[MAX_PLAYERS]; /* bitmap per player */
render_texture * m_texture[MAX_PLAYERS]; /* texture per player */
screen_device * m_screen[MAX_PLAYERS]; /* the screen on which this player's crosshair is drawn */
float m_x[MAX_PLAYERS]; /* current X position */