diff --git a/CMakeLists.txt b/CMakeLists.txt index 261b240..ef97795 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -10,8 +10,8 @@ set(CMAKE_C_STANDARD_REQUIRED ON) set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} ${CMAKE_CURRENT_SOURCE_DIR}/cmake/modules) if(NOT DEFINED DUSK_TARGET_SYSTEM) - set(DUSK_TARGET_SYSTEM "linux") - # set(DUSK_TARGET_SYSTEM "psp") + # set(DUSK_TARGET_SYSTEM "linux") + set(DUSK_TARGET_SYSTEM "psp") endif() # Prep cache diff --git a/src/dusksdl2/display/render.c b/src/dusksdl2/display/render.c index 5f5f4ab..d9a80a1 100644 --- a/src/dusksdl2/display/render.c +++ b/src/dusksdl2/display/render.c @@ -10,14 +10,15 @@ #include "renderbackbuffer.h" #include "rendertext.h" #include "renderconsole.h" +#include "console/console.h" SDL_Window *RENDER_WINDOW; SDL_Renderer *RENDER_RENDERER; bool_t RENDER_RUNNING; errorret_t renderInit(void) { - // Init SDL - if(SDL_Init(SDL_INIT_VIDEO) != 0) { + // Init SDL + if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER) != 0) { errorThrow( "SDL Failed to Initialize: %s", SDL_GetError() @@ -31,8 +32,8 @@ errorret_t renderInit(void) { SDL_WINDOWPOS_UNDEFINED, RENDER_WINDOW_WIDTH_DEFAULT, RENDER_WINDOW_HEIGHT_DEFAULT, - SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI | - SDL_INIT_GAMECONTROLLER + 0 + // SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI ); if(!RENDER_WINDOW) { errorThrow("SDL_CreateWindow failed: %s", SDL_GetError()); @@ -63,9 +64,14 @@ errorret_t renderInit(void) { errorret_t renderDraw(void) { SDL_Event event; while(SDL_PollEvent(&event)) { - if(event.type == SDL_QUIT) { - RENDER_RUNNING = false; - } + switch(event.type) { + case SDL_QUIT: + RENDER_RUNNING = false; + break; + + default: + break; + } } // Bind the backbuffer diff --git a/src/dusksdl2/input.c b/src/dusksdl2/input.c index 229ca87..53eef7f 100644 --- a/src/dusksdl2/input.c +++ b/src/dusksdl2/input.c @@ -44,18 +44,17 @@ uint8_t inputStateGet() { // Get gamepad state. for(int32_t i = 0; i < SDL_NumJoysticks(); i++) { if(!SDL_IsGameController(i)) continue; - + SDL_GameController *controller = SDL_GameControllerOpen(i); if(!controller) continue; - inputsdlbuttonmap_t *map = INPUT_SDL_BUTTON_MAP; do { if(SDL_GameControllerGetButton(controller, map->button)) { state |= map->bind; } map++; - } while(map->button != 0); + } while(map->bind != 0); } // Get keyboard state. @@ -66,7 +65,7 @@ uint8_t inputStateGet() { state |= kbmap->bind; } kbmap++; - } while(kbmap->code != 0); + } while(kbmap->bind != 0); return state; } \ No newline at end of file