Input
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@@ -10,8 +10,8 @@ set(CMAKE_C_STANDARD_REQUIRED ON)
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set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} ${CMAKE_CURRENT_SOURCE_DIR}/cmake/modules)
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set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} ${CMAKE_CURRENT_SOURCE_DIR}/cmake/modules)
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if(NOT DEFINED DUSK_TARGET_SYSTEM)
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if(NOT DEFINED DUSK_TARGET_SYSTEM)
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set(DUSK_TARGET_SYSTEM "linux")
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# set(DUSK_TARGET_SYSTEM "linux")
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# set(DUSK_TARGET_SYSTEM "psp")
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set(DUSK_TARGET_SYSTEM "psp")
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endif()
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endif()
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# Prep cache
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# Prep cache
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@@ -10,14 +10,15 @@
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#include "renderbackbuffer.h"
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#include "renderbackbuffer.h"
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#include "rendertext.h"
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#include "rendertext.h"
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#include "renderconsole.h"
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#include "renderconsole.h"
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#include "console/console.h"
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SDL_Window *RENDER_WINDOW;
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SDL_Window *RENDER_WINDOW;
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SDL_Renderer *RENDER_RENDERER;
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SDL_Renderer *RENDER_RENDERER;
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bool_t RENDER_RUNNING;
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bool_t RENDER_RUNNING;
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errorret_t renderInit(void) {
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errorret_t renderInit(void) {
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// Init SDL
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// Init SDL
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if(SDL_Init(SDL_INIT_VIDEO) != 0) {
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if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER) != 0) {
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errorThrow(
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errorThrow(
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"SDL Failed to Initialize: %s",
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"SDL Failed to Initialize: %s",
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SDL_GetError()
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SDL_GetError()
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@@ -31,8 +32,8 @@ errorret_t renderInit(void) {
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SDL_WINDOWPOS_UNDEFINED,
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SDL_WINDOWPOS_UNDEFINED,
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RENDER_WINDOW_WIDTH_DEFAULT,
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RENDER_WINDOW_WIDTH_DEFAULT,
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RENDER_WINDOW_HEIGHT_DEFAULT,
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RENDER_WINDOW_HEIGHT_DEFAULT,
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SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI |
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0
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SDL_INIT_GAMECONTROLLER
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// SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI
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);
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);
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if(!RENDER_WINDOW) {
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if(!RENDER_WINDOW) {
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errorThrow("SDL_CreateWindow failed: %s", SDL_GetError());
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errorThrow("SDL_CreateWindow failed: %s", SDL_GetError());
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@@ -63,9 +64,14 @@ errorret_t renderInit(void) {
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errorret_t renderDraw(void) {
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errorret_t renderDraw(void) {
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SDL_Event event;
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SDL_Event event;
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while(SDL_PollEvent(&event)) {
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while(SDL_PollEvent(&event)) {
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if(event.type == SDL_QUIT) {
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switch(event.type) {
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RENDER_RUNNING = false;
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case SDL_QUIT:
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}
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RENDER_RUNNING = false;
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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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}
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// Bind the backbuffer
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// Bind the backbuffer
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@@ -44,18 +44,17 @@ uint8_t inputStateGet() {
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// Get gamepad state.
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// Get gamepad state.
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for(int32_t i = 0; i < SDL_NumJoysticks(); i++) {
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for(int32_t i = 0; i < SDL_NumJoysticks(); i++) {
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if(!SDL_IsGameController(i)) continue;
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if(!SDL_IsGameController(i)) continue;
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SDL_GameController *controller = SDL_GameControllerOpen(i);
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SDL_GameController *controller = SDL_GameControllerOpen(i);
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if(!controller) continue;
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if(!controller) continue;
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inputsdlbuttonmap_t *map = INPUT_SDL_BUTTON_MAP;
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inputsdlbuttonmap_t *map = INPUT_SDL_BUTTON_MAP;
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do {
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do {
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if(SDL_GameControllerGetButton(controller, map->button)) {
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if(SDL_GameControllerGetButton(controller, map->button)) {
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state |= map->bind;
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state |= map->bind;
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}
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}
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map++;
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map++;
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} while(map->button != 0);
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} while(map->bind != 0);
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}
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}
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// Get keyboard state.
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// Get keyboard state.
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@@ -66,7 +65,7 @@ uint8_t inputStateGet() {
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state |= kbmap->bind;
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state |= kbmap->bind;
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}
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}
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kbmap++;
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kbmap++;
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} while(kbmap->code != 0);
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} while(kbmap->bind != 0);
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return state;
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return state;
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}
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}
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