Working on apu
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20
lib/ui.c
20
lib/ui.c
@ -4,6 +4,7 @@
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#include <gamepad.h>
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#include <bus.h>
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#include <audio.h>
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#include <string.h>
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#include <SDL.h>
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#include <SDL_ttf.h>
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@ -131,7 +132,11 @@ void ui_update() {
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SDL_UpdateTexture(sdlTexture, NULL, screen->pixels, screen->pitch);
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SDL_RenderClear(sdlRenderer);
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SDL_RenderCopy(sdlRenderer, sdlTexture, NULL, NULL);
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TTF_Font* sans = TTF_OpenFont("Sans.ttf", 24);
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char buffer[1024];
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strcpy(buffer, emu_get_context()->app_path);
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*strrchr(buffer, '\\') = 0;
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strcat(buffer,"/Sans.ttf");
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TTF_Font* sans = TTF_OpenFont(buffer, 24);
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if ( !sans ) {
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printf("Failed to load font: %s\n", TTF_GetError());
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}
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@ -289,6 +294,19 @@ void ui_on_key(bool down, u32 key_code) {
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}
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printf("target frame time: %d\n", ppu_get_context()->target_frame_time);
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}
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if(ppu_get_context()->paused) {
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if(key_code == SDLK_PERIOD && down == true){
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ppu_get_context()->frame = true;
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}
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}
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if(key_code == SDLK_p && down == true) {
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ppu_get_context()->paused = !ppu_get_context()->paused;
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if(ppu_get_context()->paused) {
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printf("Paused Emulation\n");
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} else {
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printf("Resumed Emulation\n");
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}
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}
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switch(key_code){
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case SDLK_z: gamepad_get_state()->b = down; break;
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case SDLK_x: gamepad_get_state()->a = down; break;
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