Merge branch 'master' into camera-rebase
This commit is contained in:
commit
6ed071e49e
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@ -7,6 +7,10 @@
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*.ilk
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*.exp
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# Patch and wiggle related residdue
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*.rej
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*.porig
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# Precompiled Headers
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*.gch
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*.pch
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14
Dockerfile
14
Dockerfile
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@ -5,11 +5,14 @@ RUN apt-get update && \
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binutils-mips-linux-gnu \
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bsdmainutils \
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build-essential \
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git \
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libaudiofile-dev \
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libsdl2-dev \
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pkg-config \
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python3 \
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wget \
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zlib1g-dev
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zlib1g-dev && \
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rm -rf /var/lib/apt/lists/*
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RUN wget \
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https://github.com/n64decomp/qemu-irix/releases/download/v2.11-deb/qemu-irix-2.11.0-2169-g32ab296eef_amd64.deb \
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@ -18,9 +21,16 @@ RUN wget \
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dpkg -i qemu.deb && \
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rm qemu.deb
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RUN cd /tmp && \
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git clone https://github.com/emscripten-core/emsdk.git && \
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cd emsdk && \
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./emsdk install latest && \
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cd .. && \
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rm -rf emsdk
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RUN mkdir /sm64
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WORKDIR /sm64
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ENV PATH="/sm64/tools:${PATH}"
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ENV PATH="/sm64/tools:/emsdk:${PATH}"
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CMD echo 'usage: docker run --rm --mount type=bind,source="$(pwd)",destination=/sm64 sm64 make VERSION=${VERSION:-us} -j4\n' \
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'see https://github.com/n64decomp/sm64/blob/master/README.md for advanced usage'
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58
README.md
58
README.md
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@ -61,11 +61,67 @@ Run `make` to build (defaults to `VERSION=us`)
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```
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make VERSION=jp -j6 # build (J) version with 6 jobs
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make VERSION=us WINDOWS_BUILD=1 # builds a (U) Windows executable
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make TARGET_RPI=1 # targets an executable for a Raspberry Pi
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```
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### On Windows
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A full guide is to be written. You can use [mxe](https://mxe.cc/) and MinGW.
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#### 1. Set up MSYS2, following [this guide](https://github.com/orlp/dev-on-windows/wiki/Installing-GCC--&-MSYS2).
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#### 2. Install dependencies
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```
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pacman -S mingw-w64-i686-glew mingw-w64-x86_64-glew mingw-w64-i686-SDL2 mingw-w64-x86_64-SDL2 python3
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```
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#### 3. Copy baserom(s) for asset extraction
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For each version (jp/us/eu) that you want to build an executable for, put an existing ROM at
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`./baserom.<version>.z64` for asset extraction.
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#### 4. On MSYS2, navigate to the sm64pc folder and then enter `./tools/audiofile-0.3.6/`. Inside this directory, run
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```
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autoreconf -i
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```
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Only leave this directory on step 9.
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#### 5. Run the `configure` script
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```
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PATH=/mingw64/bin:/mingw32/bin:$PATH LIBS=-lstdc++ ./configure --disable-docs
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```
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#### 6. Run the `make` script
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```
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PATH=/mingw64/bin:/mingw32/bin:$PATH make
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```
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#### 7. Create a lib directory in `tools/`
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```
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mkdir ../lib
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```
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#### 8. Copy the compiled libaudiofile to `tools/lib/`
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```
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cp libaudiofile/.libs/libaudiofile.a ../lib/
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cp libaudiofile/.libs/libaudiofile.la ../lib/
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```
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#### 9. Navigate back to `tools/`, then alter the `Makefile` and add `-lstdc++` on the following line
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```
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tabledesign_CFLAGS := -Wno-uninitialized -laudiofile -lstdc++
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```
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#### 10. Run `make`
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```
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PATH=/mingw64/bin:/mingw32/bin:$PATH make
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```
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#### 11. Navigate back to the sm64pc root directory.
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#### 12. Finally, run `make` once more.
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(Note that mingw32 and mingw64 have been swapped. This is so you can build the 32bit application successfully.)
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```
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PATH=/mingw32/bin:/mingw64/bin:$PATH make
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```
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### For the web
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@ -0,0 +1,12 @@
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# L-trigger mapping
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Some parts of the code might require the pressing of the L-trigger for testing reasons.
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If you need that, alter `controller_sdl.c`.
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In the following line:
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```
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if (SDL_GameControllerGetButton(sdl_cntrl, SDL_CONTROLLER_BUTTON_LEFTSHOULDER)) pad->button |= Z_TRIG;
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```
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Replace `Z_TRIG` with `L_TRIG`, save and rebuild.
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On a DS4, this now means that Z-trigger will be mapped to L2 and the L-trigger to L1.
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@ -50,7 +50,7 @@ const LevelScript level_main_menu_entry_1[] = {
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GET_OR_SET(/*op*/ OP_SET, /*var*/ VAR_CURR_SAVE_FILE_NUM),
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STOP_MUSIC(/*fadeOutTime*/ 0x00BE),
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TRANSITION(/*transType*/ WARP_TRANSITION_FADE_INTO_COLOR, /*time*/ 16, /*color*/ 0xFF, 0xFF, 0xFF),
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SLEEP(/*frames*/ 24),
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SLEEP(/*frames*/ 16),
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CLEAR_LEVEL(),
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SLEEP_BEFORE_EXIT(/*frames*/ 1),
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SET_REG(/*value*/ LEVEL_CASTLE_GROUNDS),
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@ -89,7 +89,7 @@ const LevelScript level_main_menu_entry_2[] = {
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/*35*/ GET_OR_SET(/*op*/ OP_SET, /*var*/ VAR_CURR_ACT_NUM),
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/*36*/ STOP_MUSIC(/*fadeOutTime*/ 0x00BE),
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/*37*/ TRANSITION(/*transType*/ WARP_TRANSITION_FADE_INTO_COLOR, /*time*/ 16, /*color*/ 0xFF, 0xFF, 0xFF),
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/*39*/ SLEEP(/*frames*/ 24),
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/*39*/ SLEEP(/*frames*/ 16),
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/*40*/ CLEAR_LEVEL(),
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/*41*/ SLEEP_BEFORE_EXIT(/*frames*/ 1),
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// L1:
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@ -34,6 +34,7 @@ bool configFullscreen = false;
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unsigned int configKeyA = 0x26;
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unsigned int configKeyB = 0x33;
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unsigned int configKeyStart = 0x39;
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unsigned int configKeyL = 0x34;
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unsigned int configKeyR = 0x36;
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unsigned int configKeyZ = 0x25;
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unsigned int configKeyCUp = 0x148;
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{.name = "key_a", .type = CONFIG_TYPE_UINT, .uintValue = &configKeyA},
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{.name = "key_b", .type = CONFIG_TYPE_UINT, .uintValue = &configKeyB},
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{.name = "key_start", .type = CONFIG_TYPE_UINT, .uintValue = &configKeyStart},
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{.name = "key_l", .type = CONFIG_TYPE_UINT, .uintValue = &configKeyL},
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{.name = "key_r", .type = CONFIG_TYPE_UINT, .uintValue = &configKeyR},
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{.name = "key_z", .type = CONFIG_TYPE_UINT, .uintValue = &configKeyZ},
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{.name = "key_cup", .type = CONFIG_TYPE_UINT, .uintValue = &configKeyCUp},
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extern unsigned int configKeyA;
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extern unsigned int configKeyB;
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extern unsigned int configKeyStart;
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extern unsigned int configKeyL;
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extern unsigned int configKeyR;
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extern unsigned int configKeyZ;
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extern unsigned int configKeyCUp;
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@ -11,7 +11,7 @@
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static int keyboard_buttons_down;
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static int keyboard_mapping[13][2];
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static int keyboard_mapping[14][2];
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static int keyboard_map_scancode(int scancode) {
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int ret = 0;
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set_keyboard_mapping(i++, L_CBUTTONS, configKeyCLeft);
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set_keyboard_mapping(i++, D_CBUTTONS, configKeyCDown);
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set_keyboard_mapping(i++, R_CBUTTONS, configKeyCRight);
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set_keyboard_mapping(i++, L_TRIG, configKeyL);
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set_keyboard_mapping(i++, R_TRIG, configKeyR);
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set_keyboard_mapping(i++, START_BUTTON, configKeyStart);
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@ -78,13 +78,29 @@ const SDL_Scancode scancode_rmapping_nonextended[][2] = {
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{SDL_SCANCODE_KP_MULTIPLY, SDL_SCANCODE_PRINTSCREEN}
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};
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static void gfx_sdl_set_fullscreen(bool fullscreen)
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{
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if (fullscreen)
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{
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SDL_SetWindowFullscreen(wnd, SDL_WINDOW_FULLSCREEN_DESKTOP);
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SDL_ShowCursor(SDL_DISABLE);
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}
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else
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{
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SDL_SetWindowFullscreen(wnd, 0);
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SDL_ShowCursor(SDL_ENABLE);
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}
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configFullscreen = fullscreen;
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}
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static void gfx_sdl_init(void) {
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SDL_Init(SDL_INIT_VIDEO);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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#ifdef TARGET_RPI
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#ifdef USE_GLES
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); // These attributes allow for hardware acceleration on RPis.
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
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//SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
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//SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
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#ifndef TARGET_RPI
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wnd = SDL_CreateWindow("Super Mario 64 PC-Port", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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#ifndef USE_GLES
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wnd = SDL_CreateWindow("Super Mario 64 PC port (OpenGL)", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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DESIRED_SCREEN_WIDTH, DESIRED_SCREEN_HEIGHT, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE);
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#else
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wnd = SDL_CreateWindow("Super Mario 64 RPi (GLES2)", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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wnd = SDL_CreateWindow("Super Mario 64 PC port (OpenGL_ES2)", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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DESIRED_SCREEN_WIDTH, DESIRED_SCREEN_HEIGHT, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE);
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#endif
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if (configFullscreen)
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{
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SDL_SetWindowFullscreen(wnd, SDL_WINDOW_FULLSCREEN_DESKTOP);
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SDL_ShowCursor(SDL_DISABLE);
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}
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gfx_sdl_set_fullscreen(configFullscreen);
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SDL_GL_CreateContext(wnd);
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SDL_GL_SetSwapInterval(2); // TODO 0, 1 or 2 or remove this line
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SDL_GL_SetSwapInterval(1); // We have a double buffered GL context, it makes no sense to want tearing.
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for (size_t i = 0; i < sizeof(windows_scancode_table) / sizeof(SDL_Scancode); i++) {
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inverted_scancode_table[windows_scancode_table[i]] = i;
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@ -156,24 +168,11 @@ static void gfx_sdl_onkeydown(int scancode) {
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if (state[SDL_SCANCODE_LALT] && state[SDL_SCANCODE_RETURN])
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{
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if (!configFullscreen)
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{
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SDL_SetWindowFullscreen(wnd, SDL_WINDOW_FULLSCREEN_DESKTOP);
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SDL_ShowCursor(SDL_DISABLE);
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}
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else
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{
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SDL_SetWindowFullscreen(wnd, 0);
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SDL_ShowCursor(SDL_ENABLE);
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}
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configFullscreen = !configFullscreen;
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gfx_sdl_set_fullscreen(!configFullscreen);
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}
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else if (state[SDL_SCANCODE_ESCAPE] && configFullscreen)
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{
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SDL_SetWindowFullscreen(wnd, 0);
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SDL_ShowCursor(SDL_ENABLE);
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configFullscreen = false;
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gfx_sdl_set_fullscreen(false);
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}
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}
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|
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Loading…
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