mirror of
https://github.com/libretro/ppsspp.git
synced 2024-11-25 01:00:01 +00:00
541 lines
15 KiB
C++
541 lines
15 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include "android/app-android.h"
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#include "base/logging.h"
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#include "gfx_es2/glsl_program.h"
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#include "gfx_es2/gl_state.h"
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#include "gfx_es2/fbo.h"
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#include "input/input_state.h"
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#include "ui/ui.h"
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#include "i18n/i18n.h"
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#include "Common/KeyMap.h"
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#include "Core/Config.h"
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#include "Core/CoreTiming.h"
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#include "Core/CoreParameter.h"
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#include "Core/Core.h"
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#include "Core/Host.h"
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#include "Core/System.h"
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#include "Core/MIPS/MIPS.h"
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#include "GPU/GPUState.h"
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#include "GPU/GPUInterface.h"
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#include "Core/HLE/sceCtrl.h"
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#include "Core/HLE/sceDisplay.h"
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#include "Core/Debugger/SymbolMap.h"
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#include "UI/OnScreenDisplay.h"
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#include "UI/ui_atlas.h"
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#include "UI/GamepadEmu.h"
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#include "UI/UIShader.h"
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#include "UI/MainScreen.h"
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#include "UI/MenuScreens.h"
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#include "UI/EmuScreen.h"
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#include "UI/GameInfoCache.h"
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#include "UI/MiscScreens.h"
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EmuScreen::EmuScreen(const std::string &filename) : invalid_(true) {
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CheckGLExtensions();
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std::string fileToStart = filename;
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// This is probably where we should start up the emulated PSP.
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INFO_LOG(BOOT, "Starting up hardware.");
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CoreParameter coreParam;
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coreParam.cpuCore = g_Config.bJit ? CPU_JIT : CPU_INTERPRETER;
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coreParam.gpuCore = GPU_GLES;
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coreParam.enableSound = g_Config.bEnableSound;
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coreParam.fileToStart = fileToStart;
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coreParam.mountIso = "";
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coreParam.startPaused = false;
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coreParam.enableDebugging = false;
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coreParam.printfEmuLog = false;
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coreParam.headLess = false;
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#ifndef _WIN32
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if (g_Config.iWindowZoom < 1 || g_Config.iWindowZoom > 2)
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g_Config.iWindowZoom = 1;
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#endif
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coreParam.renderWidth = 480 * g_Config.iWindowZoom;
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coreParam.renderHeight = 272 * g_Config.iWindowZoom;
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coreParam.outputWidth = dp_xres;
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coreParam.outputHeight = dp_yres;
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coreParam.pixelWidth = pixel_xres;
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coreParam.pixelHeight = pixel_yres;
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if (g_Config.SSAntiAliasing) {
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coreParam.renderWidth *= 2;
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coreParam.renderHeight *= 2;
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}
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std::string error_string;
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if (PSP_Init(coreParam, &error_string)) {
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invalid_ = false;
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} else {
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invalid_ = true;
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errorMessage_ = error_string;
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ERROR_LOG(BOOT, "%s", errorMessage_.c_str());
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return;
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}
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globalUIState = UISTATE_INGAME;
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host->BootDone();
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host->UpdateDisassembly();
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LayoutGamepad(dp_xres, dp_yres);
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g_gameInfoCache.FlushBGs();
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NOTICE_LOG(BOOT, "Loading %s...", fileToStart.c_str());
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I18NCategory *s = GetI18NCategory("Screen");
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#ifdef _WIN32
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if (g_Config.bFirstRun) {
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osm.Show(s->T("PressESC", "Press ESC to open the pause menu"), 3.0f);
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}
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#endif
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memset(&fakeInputState, 0, sizeof(fakeInputState));
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memset(virtKeys, 0, sizeof(virtKeys));
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}
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EmuScreen::~EmuScreen() {
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if (!invalid_) {
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// If we were invalid, it would already be shutdown.
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PSP_Shutdown();
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}
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}
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void EmuScreen::dialogFinished(const Screen *dialog, DialogResult result) {
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if (result == DR_OK) {
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if (g_Config.bNewUI)
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screenManager()->switchScreen(new MainScreen());
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else
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screenManager()->switchScreen(new MenuScreen());
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}
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}
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void EmuScreen::sendMessage(const char *message, const char *value) {
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// External commands, like from the Windows UI.
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if (!strcmp(message, "pause")) {
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screenManager()->push(new PauseScreen());
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} else if (!strcmp(message, "stop")) {
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if (g_Config.bNewUI)
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screenManager()->switchScreen(new MainScreen());
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else
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screenManager()->switchScreen(new MenuScreen());
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} else if (!strcmp(message, "reset")) {
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PSP_Shutdown();
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std::string resetError;
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if (!PSP_Init(PSP_CoreParameter(), &resetError)) {
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ELOG("Error resetting: %s", resetError.c_str());
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if (g_Config.bNewUI)
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screenManager()->switchScreen(new MainScreen());
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else
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screenManager()->switchScreen(new MenuScreen());
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return;
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}
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host->BootDone();
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host->UpdateDisassembly();
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#ifdef _WIN32
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if (g_Config.bAutoRun) {
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Core_EnableStepping(false);
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} else {
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Core_EnableStepping(true);
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}
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#endif
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}
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}
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inline float curve1(float x) {
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const float deadzone = 0.15f;
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const float factor = 1.0f / (1.0f - deadzone);
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if (x > deadzone) {
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return (x - deadzone) * (x - deadzone) * factor;
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} else if (x < -0.1f) {
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return -(x + deadzone) * (x + deadzone) * factor;
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} else {
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return 0.0f;
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}
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}
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inline float clamp1(float x) {
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if (x > 1.0f) return 1.0f;
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if (x < -1.0f) return -1.0f;
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return x;
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}
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void EmuScreen::touch(const TouchInput &touch) {
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}
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void EmuScreen::onVKeyDown(int virtualKeyCode) {
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I18NCategory *s = GetI18NCategory("Screen");
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switch (virtualKeyCode) {
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case VIRTKEY_SPEED_TOGGLE:
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if (PSP_CoreParameter().fpsLimit == 0) {
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PSP_CoreParameter().fpsLimit = 1;
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osm.Show(s->T("fixed", "Speed: fixed"), 1.0);
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}
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else if (PSP_CoreParameter().fpsLimit == 1) {
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PSP_CoreParameter().fpsLimit = 0;
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osm.Show(s->T("standard", "Speed: standard"), 1.0);
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}
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break;
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// On Android, this is take care of in update() using input.buttons & back
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// Should get rid of that but not now.
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#ifndef ANDROID
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case VIRTKEY_PAUSE:
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screenManager()->push(new PauseScreen());
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break;
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#endif
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case VIRTKEY_AXIS_X_MIN:
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__CtrlSetAnalogX(-1.0f, CTRL_STICK_LEFT);
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break;
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case VIRTKEY_AXIS_X_MAX:
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__CtrlSetAnalogX(1.0f, CTRL_STICK_LEFT);
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break;
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case VIRTKEY_AXIS_Y_MIN:
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__CtrlSetAnalogY(-1.0f, CTRL_STICK_LEFT);
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break;
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case VIRTKEY_AXIS_Y_MAX:
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__CtrlSetAnalogY(1.0f, CTRL_STICK_LEFT);
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break;
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case VIRTKEY_AXIS_RIGHT_X_MIN:
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__CtrlSetAnalogX(-1.0f, CTRL_STICK_RIGHT);
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break;
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case VIRTKEY_AXIS_RIGHT_X_MAX:
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__CtrlSetAnalogX(1.0f, CTRL_STICK_RIGHT);
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break;
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case VIRTKEY_AXIS_RIGHT_Y_MIN:
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__CtrlSetAnalogY(-1.0f, CTRL_STICK_RIGHT);
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break;
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case VIRTKEY_AXIS_RIGHT_Y_MAX:
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__CtrlSetAnalogY(1.0f, CTRL_STICK_RIGHT);
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break;
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}
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}
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void EmuScreen::onVKeyUp(int virtualKeyCode) {
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switch (virtualKeyCode) {
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case VIRTKEY_AXIS_X_MIN:
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case VIRTKEY_AXIS_X_MAX:
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__CtrlSetAnalogX(0.0f, CTRL_STICK_LEFT);
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break;
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case VIRTKEY_AXIS_Y_MIN:
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case VIRTKEY_AXIS_Y_MAX:
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__CtrlSetAnalogY(0.0f, CTRL_STICK_LEFT);
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break;
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case VIRTKEY_AXIS_RIGHT_X_MIN:
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case VIRTKEY_AXIS_RIGHT_X_MAX:
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__CtrlSetAnalogX(0.0f, CTRL_STICK_RIGHT);
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break;
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case VIRTKEY_AXIS_RIGHT_Y_MIN:
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case VIRTKEY_AXIS_RIGHT_Y_MAX:
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__CtrlSetAnalogY(0.0f, CTRL_STICK_RIGHT);
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break;
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default:
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break;
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}
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}
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void EmuScreen::key(const KeyInput &key) {
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int result = KeyMap::KeyToPspButton(key.deviceId, key.keyCode);
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if (result == KEYMAP_ERROR_UNKNOWN_KEY)
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return;
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pspKey(result, key.flags);
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}
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void EmuScreen::pspKey(int pspKeyCode, int flags) {
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if (pspKeyCode >= VIRTKEY_FIRST) {
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int vk = pspKeyCode - VIRTKEY_FIRST;
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if (flags & KEY_DOWN) {
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virtKeys[vk] = true;
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onVKeyDown(pspKeyCode);
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}
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if (flags & KEY_UP) {
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virtKeys[vk] = false;
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onVKeyUp(pspKeyCode);
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}
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} else {
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if (flags & KEY_DOWN)
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__CtrlButtonDown(pspKeyCode);
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if (flags & KEY_UP)
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__CtrlButtonUp(pspKeyCode);
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}
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}
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void EmuScreen::axis(const AxisInput &axis) {
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int result = KeyMap::AxisToPspButton(axis.deviceId, axis.axisId, axis.value >= 0 ? 1 : -1);
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if (result == KEYMAP_ERROR_UNKNOWN_KEY)
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return;
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switch (result) {
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case VIRTKEY_AXIS_X_MIN:
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__CtrlSetAnalogX(-fabs(axis.value), CTRL_STICK_LEFT);
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break;
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case VIRTKEY_AXIS_X_MAX:
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__CtrlSetAnalogX(fabs(axis.value), CTRL_STICK_LEFT);
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break;
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case VIRTKEY_AXIS_Y_MIN:
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__CtrlSetAnalogY(-fabs(axis.value), CTRL_STICK_LEFT);
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break;
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case VIRTKEY_AXIS_Y_MAX:
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__CtrlSetAnalogY(fabs(axis.value), CTRL_STICK_LEFT);
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break;
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case VIRTKEY_AXIS_RIGHT_X_MIN:
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__CtrlSetAnalogX(-fabs(axis.value), CTRL_STICK_RIGHT);
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break;
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case VIRTKEY_AXIS_RIGHT_X_MAX:
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__CtrlSetAnalogX(fabs(axis.value), CTRL_STICK_RIGHT);
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break;
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case VIRTKEY_AXIS_RIGHT_Y_MIN:
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__CtrlSetAnalogY(-fabs(axis.value), CTRL_STICK_RIGHT);
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break;
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case VIRTKEY_AXIS_RIGHT_Y_MAX:
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__CtrlSetAnalogY(fabs(axis.value), CTRL_STICK_RIGHT);
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break;
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default:
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if (axis.value >= AXIS_BIND_THRESHOLD || axis.value <= -AXIS_BIND_THRESHOLD) {
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pspKey(result, KEY_DOWN);
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// Also unpress the other direction.
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result = KeyMap::AxisToPspButton(axis.deviceId, axis.axisId, axis.value >= 0 ? -1 : 1);
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if (result != KEYMAP_ERROR_UNKNOWN_KEY)
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pspKey(result, KEY_UP);
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} else {
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pspKey(result, KEY_UP);
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}
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}
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}
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// TODO: Get rid of this.
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static const struct { int from, to; } legacy_touch_mapping[12] = {
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{PAD_BUTTON_A, CTRL_CROSS},
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{PAD_BUTTON_B, CTRL_CIRCLE},
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{PAD_BUTTON_X, CTRL_SQUARE},
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{PAD_BUTTON_Y, CTRL_TRIANGLE},
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{PAD_BUTTON_START, CTRL_START},
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{PAD_BUTTON_SELECT, CTRL_SELECT},
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{PAD_BUTTON_LBUMPER, CTRL_LTRIGGER},
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{PAD_BUTTON_RBUMPER, CTRL_RTRIGGER},
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{PAD_BUTTON_UP, CTRL_UP},
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{PAD_BUTTON_RIGHT, CTRL_RIGHT},
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{PAD_BUTTON_DOWN, CTRL_DOWN},
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{PAD_BUTTON_LEFT, CTRL_LEFT},
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};
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void EmuScreen::update(InputState &input) {
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globalUIState = UISTATE_INGAME;
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if (errorMessage_.size()) {
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screenManager()->push(new PromptScreen(
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"Error loading file: " + errorMessage_, "OK", ""));
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errorMessage_ = "";
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return;
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}
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if (invalid_)
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return;
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float leftstick_x = 0.0f;
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float leftstick_y = 0.0f;
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float rightstick_x = 0.0f;
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float rightstick_y = 0.0f;
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// Virtual keys.
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__CtrlSetRapidFire(virtKeys[VIRTKEY_RAPID_FIRE - VIRTKEY_FIRST]);
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// First translate touches into native pad input.
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// Do this no matter the value of g_Config.bShowTouchControls, some people
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// like to use invisible controls...
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// Don't force on platforms that likely don't have a touchscreen, like Win32, OSX, and Linux...
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// TODO: What are good ifdefs for OSX and Linux, without breaking other mobile platforms?
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#ifdef _WIN32
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if(g_Config.bShowTouchControls) {
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#endif
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// TODO: Make new better touch buttons so we don't have to do this crap.
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// Copy over the mouse data from the real inputstate.
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fakeInputState.mouse_valid = input.mouse_valid;
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fakeInputState.pad_last_buttons = fakeInputState.pad_buttons;
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fakeInputState.pad_buttons = input.pad_buttons;
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memcpy(fakeInputState.pointer_down, input.pointer_down, sizeof(input.pointer_down));
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memcpy(fakeInputState.pointer_x, input.pointer_x, sizeof(input.pointer_x));
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memcpy(fakeInputState.pointer_y, input.pointer_y, sizeof(input.pointer_y));
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fakeInputState.pad_lstick_x = 0.0f;
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fakeInputState.pad_lstick_y = 0.0f;
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fakeInputState.pad_rstick_x = 0.0f;
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fakeInputState.pad_rstick_y = 0.0f;
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UpdateGamepad(fakeInputState);
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UpdateInputState(&fakeInputState, true);
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for (size_t i = 0; i < ARRAY_SIZE(legacy_touch_mapping); i++) {
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if (fakeInputState.pad_buttons_down & legacy_touch_mapping[i].from)
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__CtrlButtonDown(legacy_touch_mapping[i].to);
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if (fakeInputState.pad_buttons_up & legacy_touch_mapping[i].from)
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__CtrlButtonUp(legacy_touch_mapping[i].to);
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}
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leftstick_x += fakeInputState.pad_lstick_x;
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leftstick_y += fakeInputState.pad_lstick_y;
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rightstick_x += fakeInputState.pad_rstick_x;
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rightstick_y += fakeInputState.pad_rstick_y;
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if (g_Config.bShowAnalogStick) {
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__CtrlSetAnalogX(clamp1(leftstick_x), CTRL_STICK_LEFT);
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__CtrlSetAnalogY(clamp1(leftstick_y), CTRL_STICK_LEFT);
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}
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__CtrlSetAnalogX(clamp1(rightstick_x), CTRL_STICK_RIGHT);
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__CtrlSetAnalogY(clamp1(rightstick_y), CTRL_STICK_RIGHT);
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// Also send the special buttons to input, since that's where they're handled.
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input.pad_buttons_down |= fakeInputState.pad_buttons_down & (PAD_BUTTON_MENU | PAD_BUTTON_BACK | PAD_BUTTON_RIGHT_THUMB | PAD_BUTTON_LEFT_THUMB);
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input.pad_buttons_up |= fakeInputState.pad_buttons_up & (PAD_BUTTON_MENU | PAD_BUTTON_BACK | PAD_BUTTON_RIGHT_THUMB | PAD_BUTTON_LEFT_THUMB);
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input.pad_buttons = fakeInputState.pad_buttons;
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#ifdef _WIN32
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}
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#endif
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// Still checking input.pad_buttons here to support the onscreen throttle button.
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PSP_CoreParameter().unthrottle = virtKeys[VIRTKEY_UNTHROTTLE - VIRTKEY_FIRST] ||
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(input.pad_buttons & PAD_BUTTON_UNTHROTTLE) != 0;
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// Apply tilt to left stick
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if (g_Config.bAccelerometerToAnalogHoriz) {
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// TODO: Deadzone, etc.
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leftstick_x += clamp1(curve1(input.acc.y) * 2.0f);
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__CtrlSetAnalogX(clamp1(leftstick_x), CTRL_STICK_LEFT);
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}
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// Make sure fpsLimit starts at 0
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if (PSP_CoreParameter().fpsLimit != 0 && PSP_CoreParameter().fpsLimit != 1) {
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PSP_CoreParameter().fpsLimit = 0;
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}
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// This is still here to support the iOS on screen back button.
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if (input.pad_buttons_down & (PAD_BUTTON_BACK)) {
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screenManager()->push(new PauseScreen());
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}
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}
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void EmuScreen::render() {
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if (invalid_)
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return;
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// Reapply the graphics state of the PSP
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ReapplyGfxState();
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// We just run the CPU until we get to vblank. This will quickly sync up pretty nicely.
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// The actual number of cycles doesn't matter so much here as we will break due to CORE_NEXTFRAME, most of the time hopefully...
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int blockTicks = usToCycles(1000000 / 10);
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// Run until CORE_NEXTFRAME
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while (coreState == CORE_RUNNING) {
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u64 nowTicks = CoreTiming::GetTicks();
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mipsr4k.RunLoopUntil(nowTicks + blockTicks);
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}
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// Hopefully coreState is now CORE_NEXTFRAME
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if (coreState == CORE_NEXTFRAME) {
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// set back to running for the next frame
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coreState = CORE_RUNNING;
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} else if (coreState == CORE_POWERDOWN) {
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ILOG("SELF-POWERDOWN!");
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if (g_Config.bNewUI)
|
|
screenManager()->switchScreen(new MainScreen());
|
|
else
|
|
screenManager()->switchScreen(new MenuScreen());
|
|
}
|
|
|
|
if (invalid_)
|
|
return;
|
|
|
|
if (g_Config.bBufferedRendering)
|
|
fbo_unbind();
|
|
|
|
UIShader_Prepare();
|
|
|
|
uiTexture->Bind(0);
|
|
|
|
glstate.viewport.set(0, 0, pixel_xres, pixel_yres);
|
|
glstate.viewport.restore();
|
|
|
|
ui_draw2d.Begin(UIShader_Get(), DBMODE_NORMAL);
|
|
|
|
float touchOpacity = g_Config.iTouchButtonOpacity / 100.0f;
|
|
if (g_Config.bShowTouchControls)
|
|
DrawGamepad(ui_draw2d, touchOpacity);
|
|
|
|
DrawWatermark();
|
|
|
|
if (!osm.IsEmpty()) {
|
|
osm.Draw(ui_draw2d);
|
|
}
|
|
|
|
if (g_Config.bShowDebugStats) {
|
|
char statbuf[4096] = {0};
|
|
__DisplayGetDebugStats(statbuf);
|
|
if (statbuf[4095])
|
|
ERROR_LOG(HLE, "Statbuf too big");
|
|
ui_draw2d.SetFontScale(.7f, .7f);
|
|
ui_draw2d.DrawText(UBUNTU24, statbuf, 11, 11, 0xc0000000);
|
|
ui_draw2d.DrawText(UBUNTU24, statbuf, 10, 10, 0xFFFFFFFF);
|
|
ui_draw2d.SetFontScale(1.0f, 1.0f);
|
|
}
|
|
|
|
if (g_Config.iShowFPSCounter) {
|
|
float vps, fps;
|
|
__DisplayGetFPS(&vps, &fps);
|
|
char fpsbuf[256];
|
|
switch (g_Config.iShowFPSCounter) {
|
|
case 1:
|
|
sprintf(fpsbuf, "Speed: %0.1f", vps); break;
|
|
case 2:
|
|
sprintf(fpsbuf, "FPS: %0.1f", fps); break;
|
|
case 3:
|
|
sprintf(fpsbuf, "Speed: %5.1f\nFPS: %0.1f", vps, fps); break;
|
|
}
|
|
ui_draw2d.DrawText(UBUNTU24, fpsbuf, dp_xres - 8, 12, 0xc0000000, ALIGN_TOPRIGHT);
|
|
ui_draw2d.DrawText(UBUNTU24, fpsbuf, dp_xres - 10, 10, 0xFF3fFF3f, ALIGN_TOPRIGHT);
|
|
}
|
|
|
|
|
|
glsl_bind(UIShader_Get());
|
|
ui_draw2d.End();
|
|
ui_draw2d.Flush();
|
|
|
|
// Tiled renderers like PowerVR should benefit greatly from this. However - seems I can't call it?
|
|
#if defined(USING_GLES2)
|
|
bool hasDiscard = gl_extensions.EXT_discard_framebuffer; // TODO
|
|
if (hasDiscard) {
|
|
//const GLenum targets[3] = { GL_COLOR_EXT, GL_DEPTH_EXT, GL_STENCIL_EXT };
|
|
//glDiscardFramebufferEXT(GL_FRAMEBUFFER, 3, targets);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void EmuScreen::deviceLost() {
|
|
ILOG("EmuScreen::deviceLost()");
|
|
gpu->DeviceLost();
|
|
}
|