ppsspp/Core/HLE/sceGameUpdate.cpp
Henrik Rydgård e01ca5b057
Logging API change (refactor) (#19324)
* Rename LogType to Log

* Explicitly use the Log:: enum when logging. Allows for autocomplete when editing.

* Mac/ARM64 buildfix

* Do the same with the hle result log macros

* Rename the log names to mixed case while at it.

* iOS buildfix

* Qt buildfix attempt, ARM32 buildfix
2024-07-14 14:42:59 +02:00

58 lines
1.7 KiB
C++

// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include "Core/HLE/HLE.h"
#include "Core/HLE/FunctionWrappers.h"
#include "Core/HLE/sceGameUpdate.h"
static u32 sceGameUpdateInit()
{
ERROR_LOG(Log::sceUtility, "UNIMPL sceGameUpdateInit()");
return 0;
}
static u32 sceGameUpdateTerm()
{
ERROR_LOG(Log::sceUtility, "UNIMPL sceGameUpdateTerm()");
return 0;
}
static u32 sceGameUpdateRun()
{
ERROR_LOG(Log::sceUtility, "UNIMPL sceGameUpdateRun()");
return 0;
}
static u32 sceGameUpdateAbort()
{
ERROR_LOG(Log::sceUtility, "UNIMPL sceGameUpdateAbort()");
return 0;
}
const HLEFunction sceGameUpdate[] =
{
{0XCBE69FB3, &WrapU_V<sceGameUpdateInit>, "sceGameUpdateInit", 'x', ""},
{0XBB4B68DE, &WrapU_V<sceGameUpdateTerm>, "sceGameUpdateTerm", 'x', ""},
{0X596AD78C, &WrapU_V<sceGameUpdateRun>, "sceGameUpdateRun", 'x', ""},
{0X5F5D98A6, &WrapU_V<sceGameUpdateAbort>, "sceGameUpdateAbort", 'x', ""},
};
void Register_sceGameUpdate()
{
RegisterModule("sceGameUpdate", ARRAY_SIZE(sceGameUpdate), sceGameUpdate);
}