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(WIP) First initial groundwork implementation of OpenGL backend (#183)
* Fix nullpointer crash in stage intro, when starting the Extra Boss stage * Add first NOT-WORKING (WIP) pass on OpenGL renderer in win32 * Address #ifdef comment * Fix capitalization
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,8 @@ | ||
#ifndef GUARD_PLATFORM_SHARED_INPUT_H | ||
#define GUARD_PLATFORM_SHARED_INPUT_H | ||
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#include "sprite.h" // for Sprite | ||
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u16 GetXInputKeys(); | ||
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#endif // GUARD_PLATFORM_SHARED_INPUT_H |
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,10 @@ | ||
#ifndef GUARD_PLATFORM_SHARED_OPENGL_H | ||
#define GUARD_PLATFORM_SHARED_OPENGL_H | ||
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#include "sprite.h" // for Sprite | ||
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void OpenGL_OnInit(); | ||
void OpenGL_DisplaySprite(Sprite *sprite, u8 oamPaletteNum); | ||
void OpenGL_Render(void *tempBufferPixels, int windowWidth, int windowHeight); | ||
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#endif // GUARD_PLATFORM_SHARED_OPENGL_H |
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,44 @@ | ||
#ifdef _WIN32 | ||
#include <windows.h> | ||
#include <xinput.h> | ||
#include "gba/io_reg.h" | ||
#include "gba/types.h" | ||
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#define STICK_THRESHOLD 0.5f | ||
u16 GetXInputKeys() | ||
{ | ||
XINPUT_STATE state; | ||
ZeroMemory(&state, sizeof(XINPUT_STATE)); | ||
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DWORD dwResult = XInputGetState(0, &state); | ||
u16 xinputKeys = 0; | ||
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if (dwResult == ERROR_SUCCESS) { | ||
/* A */ xinputKeys |= (state.Gamepad.wButtons & XINPUT_GAMEPAD_A) >> 12; | ||
/* B */ xinputKeys |= (state.Gamepad.wButtons & XINPUT_GAMEPAD_X) >> 13; | ||
/* Start */ xinputKeys |= (state.Gamepad.wButtons & XINPUT_GAMEPAD_START) >> 1; | ||
/* Select */ xinputKeys |= (state.Gamepad.wButtons & XINPUT_GAMEPAD_BACK) >> 3; | ||
/* L */ xinputKeys |= (state.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER) << 1; | ||
/* R */ xinputKeys |= (state.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER) >> 1; | ||
/* Up */ xinputKeys |= (state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP) << 6; | ||
/* Down */ xinputKeys |= (state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN) << 6; | ||
/* Left */ xinputKeys |= (state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT) << 3; | ||
/* Right */ xinputKeys |= (state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT) << 1; | ||
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/* Control Stick */ | ||
float xAxis = (float)state.Gamepad.sThumbLX / (float)SHRT_MAX; | ||
float yAxis = (float)state.Gamepad.sThumbLY / (float)SHRT_MAX; | ||
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if (xAxis < -STICK_THRESHOLD) | ||
xinputKeys |= DPAD_LEFT; | ||
else if (xAxis > STICK_THRESHOLD) | ||
xinputKeys |= DPAD_RIGHT; | ||
if (yAxis < -STICK_THRESHOLD) | ||
xinputKeys |= DPAD_DOWN; | ||
else if (yAxis > STICK_THRESHOLD) | ||
xinputKeys |= DPAD_UP; | ||
} | ||
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return xinputKeys; | ||
} | ||
#endif // _WIN32 |
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