mirror of
https://github.com/libretro/Mesen.git
synced 2024-11-23 09:09:45 +00:00
UI improvements + Gamepad support
This commit is contained in:
parent
1765b9a690
commit
9ada341050
@ -2,6 +2,8 @@
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#include "Console.h"
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#include "Timer.h"
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uint32_t Console::Flags = 0;
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Console::Console(wstring filename)
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{
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_mapper = MapperFactory::InitializeFromFile(filename);
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@ -30,7 +32,21 @@ void Console::Reset()
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void Console::Stop()
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{
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_stop = true;
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while(!_stopped) { }
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}
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void Console::SetFlags(int flags)
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{
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Console::Flags |= flags;
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}
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void Console::ClearFlags(int flags)
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{
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Console::Flags ^= flags;
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}
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bool Console::CheckFlag(int flag)
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{
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return (Console::Flags & flag) == flag;
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}
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void Console::Run()
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@ -45,7 +61,7 @@ void Console::Run()
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executedCycles += _cpu->Exec();
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_ppu->Exec();
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if(limitFrameRate && executedCycles > 30000) {
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if(CheckFlag(EmulationFlags::LimitFPS) && executedCycles > 30000) {
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double targetTime = 16.77;
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elapsedTime = clockTimer.GetElapsedMS();
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while(targetTime > elapsedTime) {
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@ -66,7 +82,6 @@ void Console::Run()
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}
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if(_stop) {
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_stopped = true;
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break;
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}
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}
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@ -7,9 +7,16 @@
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#include "MemoryManager.h"
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#include "ControlManager.h"
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enum EmulationFlags
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{
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LimitFPS = 0x01,
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};
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class Console
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{
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private:
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static uint32_t Flags;
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unique_ptr<CPU> _cpu;
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unique_ptr<PPU> _ppu;
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unique_ptr<BaseMapper> _mapper;
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@ -17,7 +24,6 @@ class Console
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unique_ptr<MemoryManager> _memoryManager;
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bool _stop = false;
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bool _stopped = false;
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public:
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Console(wstring filename);
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@ -26,6 +32,11 @@ class Console
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void Stop();
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void RunTest(bool callback(Console*));
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void Reset();
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static bool CheckFlag(int flag);
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static void SetFlags(int flags);
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static void ClearFlags(int flags);
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static void RunTests();
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static void Load(wstring filename);
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};
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@ -33,8 +33,8 @@ void ControlManager::RefreshStateBuffer(uint8_t port)
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ButtonState buttonState = controlDevice->GetButtonState();
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//"Button status for each controller is returned as an 8-bit report in the following order: A, B, Select, Start, Up, Down, Left, Right."
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uint8_t state = buttonState.A | (buttonState.B << 1) | (buttonState.Select << 2) | (buttonState.Start << 3) |
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(buttonState.Up << 4) | (buttonState.Down << 5) | (buttonState.Left << 6) | (buttonState.Right << 7);
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uint8_t state = (uint8_t)buttonState.A | ((uint8_t)buttonState.B << 1) | ((uint8_t)buttonState.Select << 2) | ((uint8_t)buttonState.Start << 3) |
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((uint8_t)buttonState.Up << 4) | ((uint8_t)buttonState.Down << 5) | ((uint8_t)buttonState.Left << 6) | ((uint8_t)buttonState.Right << 7);
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_stateBuffer[port] = state;
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} else {
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@ -32,7 +32,6 @@ using std::shared_ptr;
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using std::unique_ptr;
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using std::ios;
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using std::ifstream;
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//using std::string;
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using std::wstring;
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using std::exception;
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using std::atomic;
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BIN
GUI/GUI.rc
BIN
GUI/GUI.rc
Binary file not shown.
@ -59,7 +59,7 @@
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<Link>
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<SubSystem>Windows</SubSystem>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxguid.lib;winmm.lib;comctl32.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<AdditionalDependencies>Xinput9_1_0.lib;d3d11.lib;d3dcompiler.lib;dxguid.lib;winmm.lib;comctl32.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<OptimizeReferences>
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</OptimizeReferences>
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<EnableCOMDATFolding>
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@ -89,7 +89,7 @@
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<OptimizeReferences>true</OptimizeReferences>
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<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxguid.lib;winmm.lib;comctl32.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<AdditionalDependencies>Xinput9_1_0.lib;d3d11.lib;d3dcompiler.lib;dxguid.lib;winmm.lib;comctl32.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
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</Link>
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<FxCompile>
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<ShaderType>
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@ -113,6 +113,7 @@
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<ClInclude Include="DirectXTK\VertexTypes.h" />
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<ClInclude Include="DirectXTK\WICTextureLoader.h" />
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<ClInclude Include="DirectXTK\XboxDDSTextureLoader.h" />
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<ClInclude Include="GamePad.h" />
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<ClInclude Include="InputManager.h" />
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<ClInclude Include="Renderer.h" />
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<ClInclude Include="Resource.h" />
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@ -121,6 +122,7 @@
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<ClInclude Include="MainWindow.h" />
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="GamePad.cpp" />
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<ClCompile Include="InputManager.cpp" />
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<ClCompile Include="main.cpp" />
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<ClCompile Include="Renderer.cpp" />
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@ -57,9 +57,6 @@
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<ClInclude Include="DirectXTK\PrimitiveBatch.h">
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<Filter>Header Files\DirectXTK</Filter>
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</ClInclude>
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<ClInclude Include="Resource.h">
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<Filter>Header Files\DirectXTK</Filter>
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</ClInclude>
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<ClInclude Include="DirectXTK\ScreenGrab.h">
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<Filter>Header Files\DirectXTK</Filter>
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</ClInclude>
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@ -84,6 +81,12 @@
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<ClInclude Include="InputManager.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="Resource.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="GamePad.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="stdafx.cpp">
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@ -101,6 +104,9 @@
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<ClCompile Include="InputManager.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="GamePad.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ResourceCompile Include="GUI.rc">
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27
GUI/GamePad.cpp
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27
GUI/GamePad.cpp
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#include "stdafx.h"
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#include "GamePad.h"
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GamePad::GamePad()
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{
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}
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bool GamePad::Initialize()
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{
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int controllerId = -1;
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for(DWORD i = 0; i < XUSER_MAX_COUNT && controllerId == -1; i++) {
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ZeroMemory(&_state, sizeof(XINPUT_STATE));
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if(XInputGetState(i, &_state) == ERROR_SUCCESS) {
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controllerId = i;
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}
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}
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return controllerId != -1;
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}
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bool GamePad::IsPressed(WORD button)
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{
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Initialize();
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return (_state.Gamepad.wButtons & button) != 0;
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}
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GUI/GamePad.h
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17
GUI/GamePad.h
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#pragma once
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#include "stdafx.h"
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#include <Xinput.h>
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class GamePad
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{
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private:
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XINPUT_STATE _state;
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bool Initialize();
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public:
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GamePad();
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bool IsPressed(WORD button);
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};
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ButtonState InputManager::GetButtonState()
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{
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ButtonState state;
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state.A = IsKeyPressed('A');
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state.B = IsKeyPressed('S');
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state.Select = IsKeyPressed('W');
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state.Start = IsKeyPressed('Q');
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state.Up = IsKeyPressed(VK_UP);
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state.Down = IsKeyPressed(VK_DOWN);
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state.Left = IsKeyPressed(VK_LEFT);
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state.Right = IsKeyPressed(VK_RIGHT);
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state.A = IsKeyPressed('A') || _gamePad.IsPressed(XINPUT_GAMEPAD_X);
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state.B = IsKeyPressed('S') || _gamePad.IsPressed(XINPUT_GAMEPAD_A);
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state.Select = IsKeyPressed('W') || _gamePad.IsPressed(XINPUT_GAMEPAD_BACK);
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state.Start = IsKeyPressed('Q') || _gamePad.IsPressed(XINPUT_GAMEPAD_START);
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state.Up = IsKeyPressed(VK_UP) || _gamePad.IsPressed(XINPUT_GAMEPAD_DPAD_UP);
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state.Down = IsKeyPressed(VK_DOWN) || _gamePad.IsPressed(XINPUT_GAMEPAD_DPAD_DOWN);
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state.Left = IsKeyPressed(VK_LEFT) || _gamePad.IsPressed(XINPUT_GAMEPAD_DPAD_LEFT);
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state.Right = IsKeyPressed(VK_RIGHT) || _gamePad.IsPressed(XINPUT_GAMEPAD_DPAD_RIGHT);
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return state;
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}
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}
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#include "stdafx.h"
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#include "..\Core\IControlDevice.h"
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#include "GamePad.h"
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class InputManager : public IControlDevice
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{
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private:
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GamePad _gamePad;
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bool IsKeyPressed(int key);
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public:
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@ -1,7 +1,5 @@
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#include "stdafx.h"
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#include <io.h>
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#include <Fcntl.h>
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#include "resource.h"
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#include "Resource.h"
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#include "MainWindow.h"
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#include "..\Core\Console.h"
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#include "..\Core\Timer.h"
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@ -68,25 +66,23 @@ namespace NES
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Initialize();
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InputManager inputManager;
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ControlManager::RegisterControlDevice(&inputManager, 0);
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HACCEL hAccel = LoadAccelerators(_hInstance, MAKEINTRESOURCE(IDC_Accelerator));
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if(hAccel == nullptr) {
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//error
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std::cout << "error";
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}
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MSG msg = { 0 };
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Timer timer;
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int frameCount = 0;
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while(WM_QUIT != msg.message) {
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if(PeekMessage(&msg, nullptr, 0, 0, PM_REMOVE)) {
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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if(!TranslateAccelerator(_hWnd, hAccel, &msg)) {
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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}
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} else {
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_renderer.Render();
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frameCount++;
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if(frameCount == 500) {
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double fps = (double)frameCount / (timer.GetElapsedMS() / 1000);
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//std::cout << "FPS: " << fps << std::endl;
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timer.Reset();
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frameCount = 0;
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}
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}
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std::this_thread::sleep_for(std::chrono::duration<int, std::milli>(1));
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}
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@ -177,8 +173,7 @@ namespace NES
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Stop();
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_console.reset(new Console(filename));
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std::thread nesThread(&Console::Run, _console.get());
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nesThread.detach();
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_emuThread.reset(new thread(&Console::Run, _console.get()));
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}
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}
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@ -186,12 +181,32 @@ namespace NES
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{
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if(_console) {
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_console->Stop();
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_emuThread->join();
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_console.release();
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}
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}
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bool MainWindow::ToggleMenuCheck(int resourceID)
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{
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HMENU hMenu = GetMenu(_hWnd);
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bool checked = (GetMenuState(hMenu, resourceID, MF_BYCOMMAND) & MF_CHECKED) == MF_CHECKED;
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CheckMenuItem(hMenu, resourceID, MF_BYCOMMAND | (checked ? MF_UNCHECKED : MF_CHECKED));
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return !checked;
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}
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void MainWindow::LimitFPS_Click()
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{
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if(ToggleMenuCheck(ID_OPTIONS_LIMITFPS)) {
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Console::SetFlags(EmulationFlags::LimitFPS);
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} else {
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Console::ClearFlags(EmulationFlags::LimitFPS);
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}
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}
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LRESULT CALLBACK MainWindow::WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
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{
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static MainWindow *mainWindow = MainWindow::GetInstance();
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PAINTSTRUCT ps;
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int wmId, wmEvent;
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HDC hdc;
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@ -201,13 +216,15 @@ namespace NES
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wmId = LOWORD(wParam);
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wmEvent = HIWORD(wParam);
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// Parse the menu selections:
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switch (wmId)
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{
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switch (wmId) {
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case IDM_FILE_OPEN:
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MainWindow::GetInstance()->OpenROM();
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mainWindow->OpenROM();
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break;
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case IDM_FILE_RUNTESTS:
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break;
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case ID_OPTIONS_LIMITFPS:
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mainWindow->LimitFPS_Click();
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break;
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case IDM_ABOUT:
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DialogBox(nullptr, MAKEINTRESOURCE(IDD_ABOUTBOX), hWnd, About);
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@ -224,8 +241,25 @@ namespace NES
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EndPaint(hWnd, &ps);
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break;
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case WM_WINDOWPOSCHANGING:
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WINDOWPOS* windowPos;
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windowPos = (WINDOWPOS*)lParam;
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RECT clientRect;
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RECT windowRect;
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LONG xGap;
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LONG yGap;
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GetWindowRect(hWnd, &windowRect);
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GetClientRect(hWnd, &clientRect);
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xGap = (windowRect.right - windowRect.left) - (clientRect.right - clientRect.left);
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yGap = (windowRect.bottom - windowRect.top) - (clientRect.bottom - clientRect.top);
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windowPos->cy = (windowPos->cx - xGap) * 240 / 256 + yGap;
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break;
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case WM_DESTROY:
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MainWindow::GetInstance()->Stop();
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mainWindow->Stop();
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PostQuitMessage(0);
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break;
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@ -12,6 +12,7 @@ namespace NES {
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int _nCmdShow;
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Renderer _renderer;
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unique_ptr<Console> _console;
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unique_ptr<thread> _emuThread;
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bool Initialize();
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HRESULT InitWindow();
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@ -23,6 +24,10 @@ namespace NES {
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return MainWindow::Instance;
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}
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void LimitFPS_Click();
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bool ToggleMenuCheck(int resourceID);
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public:
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MainWindow(HINSTANCE hInstance, int nCmdShow) : _hInstance(hInstance), _nCmdShow(nCmdShow)
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{
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@ -28,8 +28,8 @@ namespace NES
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RECT rc;
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GetClientRect(_hWnd, &rc);
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UINT width = rc.right - rc.left;
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UINT height = rc.bottom - rc.top;
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UINT width = 256; // rc.right - rc.left;
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UINT height = 240; // rc.bottom - rc.top;
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UINT createDeviceFlags = 0;
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#ifdef _DEBUG
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BIN
GUI/resource.h
BIN
GUI/resource.h
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@ -28,5 +28,10 @@
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#include <d3dcompiler.h>
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#include <directxmath.h>
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#include <directxcolors.h>
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#include <io.h>
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#include <Fcntl.h>
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#include <thread>
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using std::thread;
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// TODO: reference additional headers your program requires here
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