ppsspp/Core/HLE/sceHprm.cpp
2013-01-04 09:04:27 +01:00

64 lines
2.0 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 "HLE.h"
#include "../MIPS/MIPS.h"
#include "sceCtrl.h"
u32 sceHprmPeekCurrentKey(u32 keyAddress) {
INFO_LOG(HLE,"0=sceHprmPeekCurrentKey(ptr)");
Memory::Write_U32(0, keyAddress);
return 0;
}
// TODO: Might make sense to reflect the headphone status of the host here,
// if the games adjust their sound.
u32 sceHprmIsHeadphoneExist() {
DEBUG_LOG(HLE, "sceHprmIsHeadphoneExist()");
return 0;
}
u32 sceHprmIsMicrophoneExist() {
DEBUG_LOG(HLE, "sceHprmIsMicrophoneExist()");
return 0;
}
u32 sceHprmIsRemoteExist() {
DEBUG_LOG(HLE, "sceHprmIsRemoteExist()");
return 0;
}
const HLEFunction sceHprm[] =
{
{0x089fdfa4, 0, "sceHprm_0x089fdfa4"},
{0x1910B327, &WrapU_U<sceHprmPeekCurrentKey>, "sceHprmPeekCurrentKey"},
{0x208DB1BD, WrapU_V<sceHprmIsRemoteExist>, "sceHprmIsRemoteExist"},
{0x7E69EDA4, WrapU_V<sceHprmIsHeadphoneExist>, "sceHprmIsHeadphoneExist"},
{0x219C58F1, WrapU_V<sceHprmIsMicrophoneExist>, "sceHprmIsMicrophoneExist"},
{0xC7154136, 0, "sceHprmRegisterCallback"},
{0x444ED0B7, 0, "sceHprmUnregisterCallback"},
{0x1910B327, 0, "sceHprmPeekCurrentKey"},
{0x2BCEC83E, 0, "sceHprmPeekLatch"},
{0x40D2F9F0, 0, "sceHprmReadLatch"},
};
void Register_sceHprm()
{
RegisterModule("sceHprm", ARRAY_SIZE(sceHprm), sceHprm);
}