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Add config option for XML shader.
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@ -127,7 +127,7 @@ static const struct snes_keybind snes_keybinds_1[] = {
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{ SNES_DEVICE_ID_JOYPAD_DOWN, GLFW_KEY_DOWN, 14, AXIS_NEG(1) },
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{ SNES_DEVICE_ID_JOYPAD_START, GLFW_KEY_ENTER, 7, AXIS_NONE },
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{ SNES_DEVICE_ID_JOYPAD_SELECT, GLFW_KEY_RSHIFT, 6, AXIS_NONE },
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{ SNES_FAST_FORWARD_KEY, GLFW_KEY_SPACE, 10, AXIS_NONE },
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{ SSNES_FAST_FORWARD_KEY, GLFW_KEY_SPACE, 10, AXIS_NONE },
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{ -1 }
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};
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2
driver.h
2
driver.h
@ -24,7 +24,7 @@
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#include <stdint.h>
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#include <unistd.h>
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#define SNES_FAST_FORWARD_KEY 0x666 // Hurr, durr
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#define SSNES_FAST_FORWARD_KEY 0x666 // Hurr, durr
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void set_fast_forward_button(bool state);
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struct snes_keybind
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@ -41,6 +41,7 @@ struct settings
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bool smooth;
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bool force_aspect;
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char cg_shader_path[256];
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char bsnes_shader_path[256];
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unsigned filter;
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} video;
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2
gfx/gl.c
2
gfx/gl.c
@ -150,7 +150,7 @@ static int16_t glfw_input_state(void *data, const struct snes_keybind **binds, b
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// Checks if button is pressed, and sets fast-forwarding state
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bool pressed = false;
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for ( int i = 0; snes_keybinds[i].id != -1; i++ )
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if ( snes_keybinds[i].id == SNES_FAST_FORWARD_KEY )
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if ( snes_keybinds[i].id == SSNES_FAST_FORWARD_KEY )
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set_fast_forward_button(glfw_is_pressed(port_num, &snes_keybinds[i], buttons, axes));
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else if ( !pressed && snes_keybinds[i].id == (int)id )
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pressed = glfw_is_pressed(port_num, &snes_keybinds[i], buttons, axes);
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12
settings.c
12
settings.c
@ -177,6 +177,12 @@ void parse_config(void)
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free(tmp_str);
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}
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if (config_get_string(conf, "video_bsnes_shader", &tmp_str))
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{
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strncpy(g_settings.video.bsnes_shader_path, tmp_str, sizeof(g_settings.video.bsnes_shader_path));
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free(tmp_str);
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}
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#ifdef HAVE_FILTER
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if (config_get_string(conf, "video_filter", &tmp_str))
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{
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@ -263,8 +269,6 @@ void parse_config(void)
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read_keybinds(conf);
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// TODO: Keybinds.
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config_file_free(conf);
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}
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@ -291,7 +295,7 @@ static const struct bind_map bind_maps[2][13] = {
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{ "input_player1_right", "input_player1_right_btn", "input_player1_right_axis", SNES_DEVICE_ID_JOYPAD_RIGHT },
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{ "input_player1_up", "input_player1_up_btn", "input_player1_up_axis", SNES_DEVICE_ID_JOYPAD_UP },
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{ "input_player1_down", "input_player1_down_btn", "input_player1_down_axis", SNES_DEVICE_ID_JOYPAD_DOWN },
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{ "input_toggle_fast_forward", "input_toggle_fast_forward_btn", NULL, SNES_FAST_FORWARD_KEY }
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{ "input_toggle_fast_forward", "input_toggle_fast_forward_btn", NULL, SSNES_FAST_FORWARD_KEY }
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},
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{
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{ "input_player2_a", "input_player2_a_btn", NULL, SNES_DEVICE_ID_JOYPAD_A },
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@ -306,7 +310,7 @@ static const struct bind_map bind_maps[2][13] = {
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{ "input_player2_right", "input_player2_right_btn", "input_player2_right_axis", SNES_DEVICE_ID_JOYPAD_RIGHT },
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{ "input_player2_up", "input_player2_up_btn", "input_player2_up_axis", SNES_DEVICE_ID_JOYPAD_UP },
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{ "input_player2_down", "input_player2_down_btn", "input_player2_down_axis", SNES_DEVICE_ID_JOYPAD_DOWN },
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{ "input_toggle_fast_forward", "input_toggle_fast_forward_btn", NULL, SNES_FAST_FORWARD_KEY }
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{ "input_toggle_fast_forward", "input_toggle_fast_forward_btn", NULL, SSNES_FAST_FORWARD_KEY }
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}
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};
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@ -28,6 +28,9 @@
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# Path to Cg shader. If enabled
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# video_cg_shader = "/path/to/cg/shader.cg"
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# Path to bSNES-style XML shader. If both Cg shader path and XML shader path are defined, Cg shader will take priority.
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# video_bsnes_shader = "/path/to/bsnes/xml/shader.shader"
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# CPU-based filter. Valid ones are: hq2x, hq4x, grayscale, bleed, ntsc.
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# video_filter = ntsc
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