1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
|
#include "Core.h"
#if defined CC_BUILD_GCWII
#include "Window.h"
#include "Platform.h"
#include "Input.h"
#include "Event.h"
#include "String.h"
#include "Funcs.h"
#include "Bitmap.h"
#include "Errors.h"
#include "ExtMath.h"
#include "Graphics.h"
#include "VirtualKeyboard.h"
#include <gccore.h>
#if defined HW_RVL
#include <wiiuse/wpad.h>
#include <wiikeyboard/keyboard.h>
#endif
static cc_bool needsFBUpdate;
static cc_bool launcherMode;
static void* xfb;
static GXRModeObj* rmode;
void* Window_XFB;
struct _DisplayData DisplayInfo;
struct _WindowData WindowInfo;
static void OnPowerOff(void) {
Window_Main.Exists = false;
Window_RequestClose();
}
static void InitVideo(void) {
// Initialise the video system
VIDEO_Init();
// Obtain the preferred video mode from the system
// This will correspond to the settings in the Wii menu
rmode = VIDEO_GetPreferredMode(NULL);
// Allocate memory for the display in the uncached region
xfb = MEM_K0_TO_K1(SYS_AllocateFramebuffer(rmode));
Window_XFB = xfb;
//console_init(xfb,20,20,rmode->fbWidth,rmode->xfbHeight,rmode->fbWidth*VI_DISPLAY_PIX_SZ);
// Set up the video registers with the chosen mode
VIDEO_Configure(rmode);
// Tell the video hardware where our display memory is
VIDEO_SetNextFramebuffer(xfb);
// Make the display visible
VIDEO_SetBlack(FALSE);
// Flush the video register changes to the hardware
VIDEO_Flush();
// Wait for Video setup to complete
VIDEO_WaitVSync();
}
void Window_PreInit(void) {
// TODO: SYS_SetResetCallback(reload); too? not sure how reset differs on GC/WII
#if defined HW_RVL
SYS_SetPowerCallback(OnPowerOff);
#endif
InitVideo();
}
void Window_Init(void) {
DisplayInfo.Width = rmode->fbWidth;
DisplayInfo.Height = rmode->xfbHeight;
DisplayInfo.ScaleX = 1;
DisplayInfo.ScaleY = 1;
Window_Main.Width = rmode->fbWidth;
Window_Main.Height = rmode->xfbHeight;
Window_Main.Focused = true;
Window_Main.Exists = true;
Input.Sources = INPUT_SOURCE_GAMEPAD;
DisplayInfo.ContentOffsetX = 10;
DisplayInfo.ContentOffsetY = 10;
#if defined HW_RVL
WPAD_Init();
WPAD_SetDataFormat(0, WPAD_FMT_BTNS_ACC_IR);
KEYBOARD_Init(NULL);
#endif
PAD_Init();
}
void Window_Free(void) { }
void Window_Create2D(int width, int height) {
needsFBUpdate = true;
launcherMode = true;
}
void Window_Create3D(int width, int height) {
launcherMode = false;
}
void Window_RequestClose(void) {
Event_RaiseVoid(&WindowEvents.Closing);
}
/*########################################################################################################################*
*---------------------------------------------GameCube controller processing----------------------------------------------*
*#########################################################################################################################*/
static PADStatus gc_pads[INPUT_MAX_GAMEPADS];
#define PAD_AXIS_SCALE 8.0f
static void ProcessPAD_Joystick(int port, int axis, int x, int y, float delta) {
// May not be exactly 0 on actual hardware
if (Math_AbsI(x) <= 8) x = 0;
if (Math_AbsI(y) <= 8) y = 0;
Gamepad_SetAxis(port, axis, x / PAD_AXIS_SCALE, -y / PAD_AXIS_SCALE, delta);
}
static void ProcessPAD_Buttons(int port, int mods) {
Gamepad_SetButton(port, CCPAD_L, mods & PAD_TRIGGER_L);
Gamepad_SetButton(port, CCPAD_R, mods & PAD_TRIGGER_R);
Gamepad_SetButton(port, CCPAD_A, mods & PAD_BUTTON_A);
Gamepad_SetButton(port, CCPAD_B, mods & PAD_BUTTON_B);
Gamepad_SetButton(port, CCPAD_X, mods & PAD_BUTTON_X);
Gamepad_SetButton(port, CCPAD_Y, mods & PAD_BUTTON_Y);
Gamepad_SetButton(port, CCPAD_START, mods & PAD_BUTTON_START);
Gamepad_SetButton(port, CCPAD_SELECT, mods & PAD_TRIGGER_Z);
Gamepad_SetButton(port, CCPAD_LEFT, mods & PAD_BUTTON_LEFT);
Gamepad_SetButton(port, CCPAD_RIGHT, mods & PAD_BUTTON_RIGHT);
Gamepad_SetButton(port, CCPAD_UP, mods & PAD_BUTTON_UP);
Gamepad_SetButton(port, CCPAD_DOWN, mods & PAD_BUTTON_DOWN);
}
static void ProcessPADInput(int port, float delta) {
PADStatus pads[4];
PAD_Read(pads);
int error = pads[port].err;
if (error == 0) {
gc_pads[port] = pads[port]; // new state arrived
} else if (error == PAD_ERR_TRANSFER) {
// usually means still busy transferring state - use last state
} else {
return; // not connected, still busy, etc
}
ProcessPAD_Buttons(0, gc_pads[port].button);
ProcessPAD_Joystick(0, PAD_AXIS_LEFT, gc_pads[port].stickX, gc_pads[port].stickY, delta);
ProcessPAD_Joystick(0, PAD_AXIS_RIGHT, gc_pads[port].substickX, gc_pads[port].substickY, delta);
}
/*########################################################################################################################*
*--------------------------------------------------Kebyaord processing----------------------------------------------------*
*#########################################################################################################################*/
#if defined HW_RVL
static const cc_uint8 key_map[] = {
/* 0x00 */ 0,0,0,0, 'A','B','C','D',
/* 0x08 */ 'E','F','G','H', 'I','J','K','L',
/* 0x10 */ 'M','N','O','P', 'Q','R','S','T',
/* 0x18 */ 'U','V','W','X', 'Y','Z','1','2',
/* 0x20 */ '3','4','5','6', '7','8','9','0',
/* 0x28 */ CCKEY_ENTER,CCKEY_ESCAPE,CCKEY_BACKSPACE,CCKEY_TAB, CCKEY_SPACE,CCKEY_MINUS,CCKEY_EQUALS,CCKEY_LBRACKET,
/* 0x30 */ CCKEY_RBRACKET,CCKEY_BACKSLASH,0,CCKEY_SEMICOLON, CCKEY_QUOTE,CCKEY_TILDE,CCKEY_COMMA,CCKEY_PERIOD,
/* 0x38 */ CCKEY_SLASH,CCKEY_CAPSLOCK,CCKEY_F1,CCKEY_F2, CCKEY_F3,CCKEY_F4,CCKEY_F5,CCKEY_F6,
/* 0x40 */ CCKEY_F7,CCKEY_F8,CCKEY_F9,CCKEY_F10, CCKEY_F11,CCKEY_F12,CCKEY_PRINTSCREEN,CCKEY_SCROLLLOCK,
/* 0x48 */ CCKEY_PAUSE,CCKEY_INSERT,CCKEY_HOME,CCKEY_PAGEUP, CCKEY_DELETE,CCKEY_END,CCKEY_PAGEDOWN,CCKEY_RIGHT,
/* 0x50 */ CCKEY_LEFT,CCKEY_DOWN,CCKEY_UP,CCKEY_NUMLOCK, CCKEY_KP_DIVIDE,CCKEY_KP_MULTIPLY,CCKEY_KP_MINUS,CCKEY_KP_PLUS,
/* 0x58 */ CCKEY_KP_ENTER,CCKEY_KP1,CCKEY_KP2,CCKEY_KP3, CCKEY_KP4,CCKEY_KP5,CCKEY_KP6,CCKEY_KP7,
/* 0x60 */ CCKEY_KP8,CCKEY_KP9,CCKEY_KP0,CCKEY_KP_DECIMAL, 0,0,0,0,
/* 0x68 */ 0,0,0,0, 0,0,0,0,
/* 0x70 */ 0,0,0,0, 0,0,0,0,
/* 0x78 */ 0,0,0,0, 0,0,0,0,
/* 0x80 */ 0,0,0,0, 0,0,0,0,
/* 0x88 */ 0,0,0,0, 0,0,0,0,
/* 0x90 */ 0,0,0,0, 0,0,0,0,
/* 0x98 */ 0,0,0,0, 0,0,0,0,
/* 0xA0 */ 0,0,0,0, 0,0,0,0,
/* 0xA8 */ 0,0,0,0, 0,0,0,0,
/* 0xB0 */ 0,0,0,0, 0,0,0,0,
/* 0xB8 */ 0,0,0,0, 0,0,0,0,
/* 0xC0 */ 0,0,0,0, 0,0,0,0,
/* 0xC8 */ 0,0,0,0, 0,0,0,0,
/* 0xD0 */ 0,0,0,0, 0,0,0,0,
/* 0xD8 */ 0,0,0,0, 0,0,0,0,
/* 0xE0 */ CCKEY_LCTRL,CCKEY_LSHIFT,CCKEY_LALT,CCKEY_LWIN, CCKEY_RCTRL,CCKEY_RSHIFT,CCKEY_RALT,CCKEY_RWIN
};
static int MapNativeKey(unsigned key) {
return key < Array_Elems(key_map) ? key_map[key] : 0;
}
static void ProcessKeyboardInput(void) {
keyboard_event ke;
int res = KEYBOARD_GetEvent(&ke);
int key;
if (!res) return;
Input.Sources |= INPUT_SOURCE_NORMAL;
if (res && ke.type == KEYBOARD_PRESSED)
{
key = MapNativeKey(ke.keycode);
if (key) Input_SetPressed(key);
//Platform_Log2("KEYCODE: %i (%i)", &ke.keycode, &ke.type);
if (ke.symbol) Event_RaiseInt(&InputEvents.Press, ke.symbol);
}
if (res && ke.type == KEYBOARD_RELEASED)
{
key = MapNativeKey(ke.keycode);
if (key) Input_SetReleased(key);
}
}
#endif
/*########################################################################################################################*
*----------------------------------------------------Input processing-----------------------------------------------------*
*#########################################################################################################################*/
#if defined HW_RVL
static int dragCurX, dragCurY;
static int dragStartX, dragStartY;
static cc_bool dragActive;
void Window_ProcessEvents(float delta) {
ProcessKeyboardInput();
}
static void GetIRPos(int res, int* x, int* y) {
if (res == WPAD_ERR_NONE) {
WPADData* wd = WPAD_Data(0);
*x = wd->ir.x;
*y = wd->ir.y;
} else {
*x = 0;
*y = 0;
}
}
static void ScanAndGetIRPos(int* x, int* y) {
u32 type;
WPAD_ScanPads();
int res = WPAD_Probe(0, &type);
GetIRPos(res, x, y);
}
static void ProcessWPADDrag(int res, u32 mods) {
int x, y;
GetIRPos(res, &x, &y);
if (mods & WPAD_BUTTON_B) {
if (!dragActive) {
dragStartX = dragCurX = x;
dragStartY = dragCurY = y;
}
dragActive = true;
} else {
dragActive = false;
}
Pointer_SetPosition(0, x, y);
}
#define FACTOR 2
void Window_UpdateRawMouse(void) {
if (!dragActive) return;
int x, y;
ScanAndGetIRPos(&x, &y);
// TODO: Refactor the logic. is it 100% right too?
dragCurX = dragStartX + (dragCurX - dragStartX) / FACTOR;
dragCurY = dragStartY + (dragCurY - dragStartY) / FACTOR;
int dx = x - dragCurX; Math_Clamp(dx, -40, 40);
int dy = y - dragCurY; Math_Clamp(dy, -40, 40);
Event_RaiseRawMove(&PointerEvents.RawMoved, dx, dy);
dragCurX = x; dragCurY = y;
}
#else
void Window_ProcessEvents(float delta) {
}
void Window_UpdateRawMouse(void) { }
#endif
void Cursor_SetPosition(int x, int y) { } // No point in GameCube/Wii
// TODO: Display cursor on Wii when not raw mode
void Window_EnableRawMouse(void) { Input.RawMode = true; }
void Window_DisableRawMouse(void) { Input.RawMode = false; }
/*########################################################################################################################*
*-------------------------------------------------------Gamepads----------------------------------------------------------*
*#########################################################################################################################*/
#if defined HW_RVL
static int dragCurX, dragCurY;
static int dragStartX, dragStartY;
static cc_bool dragActive;
static void ProcessWPAD_Buttons(int port, int mods) {
Gamepad_SetButton(port, CCPAD_L, mods & WPAD_BUTTON_1);
Gamepad_SetButton(port, CCPAD_R, mods & WPAD_BUTTON_2);
Gamepad_SetButton(port, CCPAD_A, mods & WPAD_BUTTON_A);
Gamepad_SetButton(port, CCPAD_B, mods & WPAD_BUTTON_B);
Gamepad_SetButton(port, CCPAD_X, mods & WPAD_BUTTON_PLUS);
Gamepad_SetButton(port, CCPAD_START, mods & WPAD_BUTTON_HOME);
Gamepad_SetButton(port, CCPAD_SELECT, mods & WPAD_BUTTON_MINUS);
Gamepad_SetButton(port, CCPAD_LEFT, mods & WPAD_BUTTON_LEFT);
Gamepad_SetButton(port, CCPAD_RIGHT, mods & WPAD_BUTTON_RIGHT);
Gamepad_SetButton(port, CCPAD_UP, mods & WPAD_BUTTON_UP);
Gamepad_SetButton(port, CCPAD_DOWN, mods & WPAD_BUTTON_DOWN);
}
static void ProcessNunchuck_Game(int port, int mods, float delta) {
WPADData* wd = WPAD_Data(0);
joystick_t analog = wd->exp.nunchuk.js;
Gamepad_SetButton(port, CCPAD_L, mods & WPAD_NUNCHUK_BUTTON_C);
Gamepad_SetButton(port, CCPAD_R, mods & WPAD_NUNCHUK_BUTTON_Z);
Gamepad_SetButton(port, CCPAD_A, mods & WPAD_BUTTON_A);
Gamepad_SetButton(port, CCPAD_Y, mods & WPAD_BUTTON_1);
Gamepad_SetButton(port, CCPAD_X, mods & WPAD_BUTTON_2);
Gamepad_SetButton(port, CCPAD_START, mods & WPAD_BUTTON_HOME);
Gamepad_SetButton(port, CCPAD_SELECT, mods & WPAD_BUTTON_MINUS);
Input_SetNonRepeatable(KeyBind_Mappings[BIND_FLY].button1, mods & WPAD_BUTTON_LEFT);
if (mods & WPAD_BUTTON_RIGHT) {
Mouse_ScrollVWheel(1.0*delta);
}
Input_SetNonRepeatable(KeyBind_Mappings[BIND_THIRD_PERSON].button1, mods & WPAD_BUTTON_UP);
Input_SetNonRepeatable(KeyBind_Mappings[BIND_FLY_DOWN].button1, mods & WPAD_BUTTON_DOWN);
const float ANGLE_DELTA = 50;
bool nunchuckUp = (analog.ang > -ANGLE_DELTA) && (analog.ang < ANGLE_DELTA) && (analog.mag > 0.5);
bool nunchuckDown = (analog.ang > 180-ANGLE_DELTA) && (analog.ang < 180+ANGLE_DELTA) && (analog.mag > 0.5);
bool nunchuckLeft = (analog.ang > -90-ANGLE_DELTA) && (analog.ang < -90+ANGLE_DELTA) && (analog.mag > 0.5);
bool nunchuckRight = (analog.ang > 90-ANGLE_DELTA) && (analog.ang < 90+ANGLE_DELTA) && (analog.mag > 0.5);
Gamepad_SetButton(port, CCPAD_LEFT, nunchuckLeft);
Gamepad_SetButton(port, CCPAD_RIGHT, nunchuckRight);
Gamepad_SetButton(port, CCPAD_UP, nunchuckUp);
Gamepad_SetButton(port, CCPAD_DOWN, nunchuckDown);
}
#define CLASSIC_AXIS_SCALE 2.0f
static void ProcessClassic_Joystick(int port, int axis, struct joystick_t* js, float delta) {
// TODO: need to account for min/max?? see libogc
int x = js->pos.x - js->center.x;
int y = js->pos.y - js->center.y;
if (Math_AbsI(x) <= 8) x = 0;
if (Math_AbsI(y) <= 8) y = 0;
Gamepad_SetAxis(port, axis, x / CLASSIC_AXIS_SCALE, -y / CLASSIC_AXIS_SCALE, delta);
}
static void ProcessClassicButtons(int port, int mods) {
Gamepad_SetButton(port, CCPAD_L, mods & CLASSIC_CTRL_BUTTON_FULL_L);
Gamepad_SetButton(port, CCPAD_R, mods & CLASSIC_CTRL_BUTTON_FULL_R);
Gamepad_SetButton(port, CCPAD_A, mods & CLASSIC_CTRL_BUTTON_A);
Gamepad_SetButton(port, CCPAD_B, mods & CLASSIC_CTRL_BUTTON_B);
Gamepad_SetButton(port, CCPAD_X, mods & CLASSIC_CTRL_BUTTON_X);
Gamepad_SetButton(port, CCPAD_Y, mods & CLASSIC_CTRL_BUTTON_Y);
Gamepad_SetButton(port, CCPAD_START, mods & CLASSIC_CTRL_BUTTON_PLUS);
Gamepad_SetButton(port, CCPAD_SELECT, mods & CLASSIC_CTRL_BUTTON_MINUS);
Gamepad_SetButton(port, CCPAD_LEFT, mods & CLASSIC_CTRL_BUTTON_LEFT);
Gamepad_SetButton(port, CCPAD_RIGHT, mods & CLASSIC_CTRL_BUTTON_RIGHT);
Gamepad_SetButton(port, CCPAD_UP, mods & CLASSIC_CTRL_BUTTON_UP);
Gamepad_SetButton(port, CCPAD_DOWN, mods & CLASSIC_CTRL_BUTTON_DOWN);
Gamepad_SetButton(port, CCPAD_ZL, mods & CLASSIC_CTRL_BUTTON_ZL);
Gamepad_SetButton(port, CCPAD_ZR, mods & CLASSIC_CTRL_BUTTON_ZR);
}
static void ProcessClassicInput(int port, float delta) {
WPADData* wd = WPAD_Data(0);
classic_ctrl_t ctrls = wd->exp.classic;
int mods = ctrls.btns | ctrls.btns_held;
ProcessClassicButtons(port, mods);
ProcessClassic_Joystick(port, PAD_AXIS_LEFT, &ctrls.ljs, delta);
ProcessClassic_Joystick(port, PAD_AXIS_RIGHT, &ctrls.rjs, delta);
}
static void ProcessWPADInput(int port, float delta) {
WPAD_ScanPads();
u32 type;
int res = WPAD_Probe(port, &type);
if (res) return;
u32 mods = WPAD_ButtonsDown(port) | WPAD_ButtonsHeld(port);
if (type == WPAD_EXP_CLASSIC) {
ProcessClassicInput(port, delta);
} else if (launcherMode) {
ProcessWPAD_Buttons(port, mods);
} else if (type == WPAD_EXP_NUNCHUK) {
ProcessNunchuck_Game(port, mods, delta);
} else {
ProcessWPAD_Buttons(port, mods);
}
ProcessWPADDrag(res, mods);
}
void Window_ProcessGamepads(float delta) {
for (int port = 0; port < INPUT_MAX_GAMEPADS; port++)
{
ProcessWPADInput(port, delta);
ProcessPADInput( port, delta);
}
}
#else
void Window_ProcessGamepads(float delta) {
for (int port = 0; port < INPUT_MAX_GAMEPADS; port++)
{
ProcessPADInput(port, delta);
}
}
#endif
/*########################################################################################################################*
*------------------------------------------------------Framebuffer--------------------------------------------------------*
*#########################################################################################################################*/
void Window_AllocFramebuffer(struct Bitmap* bmp, int width, int height) {
bmp->scan0 = (BitmapCol*)Mem_Alloc(width * height, 4, "window pixels");
bmp->width = width;
bmp->height = height;
}
// TODO: Get rid of this complexity and use the 3D API instead..
// https://github.com/devkitPro/gamecube-examples/blob/master/graphics/fb/pageflip/source/flip.c
static u32 CvtRGB (u8 r1, u8 g1, u8 b1, u8 r2, u8 g2, u8 b2)
{
int y1, cb1, cr1, y2, cb2, cr2, cb, cr;
y1 = (299 * r1 + 587 * g1 + 114 * b1) / 1000;
cb1 = (-16874 * r1 - 33126 * g1 + 50000 * b1 + 12800000) / 100000;
cr1 = (50000 * r1 - 41869 * g1 - 8131 * b1 + 12800000) / 100000;
y2 = (299 * r2 + 587 * g2 + 114 * b2) / 1000;
cb2 = (-16874 * r2 - 33126 * g2 + 50000 * b2 + 12800000) / 100000;
cr2 = (50000 * r2 - 41869 * g2 - 8131 * b2 + 12800000) / 100000;
cb = (cb1 + cb2) >> 1;
cr = (cr1 + cr2) >> 1;
return (y1 << 24) | (cb << 16) | (y2 << 8) | cr;
}
void Window_DrawFramebuffer(Rect2D r, struct Bitmap* bmp) {
// When coming back from the 3D game, framebuffer might have changed
if (needsFBUpdate) {
VIDEO_SetNextFramebuffer(xfb);
VIDEO_Flush();
needsFBUpdate = false;
}
VIDEO_WaitVSync();
r.x &= ~0x01; // round down to nearest even horizontal index
// TODO XFB is raw yuv, but is absolutely a pain to work with..
for (int y = r.y; y < r.y + r.height; y++)
{
cc_uint32* src = Bitmap_GetRow(bmp, y) + r.x;
u16* dst = (u16*)xfb + y * rmode->fbWidth + r.x;
for (int x = 0; x < r.width / 2; x++) {
cc_uint32 rgb0 = src[(x<<1) + 0];
cc_uint32 rgb1 = src[(x<<1) + 1];
((u32*)dst)[x] = CvtRGB(BitmapCol_R(rgb0), BitmapCol_G(rgb0), BitmapCol_B(rgb0),
BitmapCol_R(rgb1), BitmapCol_G(rgb1), BitmapCol_B(rgb1));
}
}
}
void Window_FreeFramebuffer(struct Bitmap* bmp) {
Mem_Free(bmp->scan0);
}
/*########################################################################################################################*
*------------------------------------------------------Soft keyboard------------------------------------------------------*
*#########################################################################################################################*/
void OnscreenKeyboard_Open(struct OpenKeyboardArgs* args) {
if (Input.Sources & INPUT_SOURCE_NORMAL) return;
VirtualKeyboard_Open(args, launcherMode);
}
void OnscreenKeyboard_SetText(const cc_string* text) {
VirtualKeyboard_SetText(text);
}
void OnscreenKeyboard_Draw2D(Rect2D* r, struct Bitmap* bmp) {
VirtualKeyboard_Display2D(r, bmp);
}
void OnscreenKeyboard_Draw3D(void) {
VirtualKeyboard_Display3D();
}
void OnscreenKeyboard_Close(void) {
VirtualKeyboard_Close();
}
/*########################################################################################################################*
*-------------------------------------------------------Misc/Other--------------------------------------------------------*
*#########################################################################################################################*/
void Window_SetTitle(const cc_string* title) { }
void Clipboard_GetText(cc_string* value) { }
void Clipboard_SetText(const cc_string* value) { }
int Window_GetWindowState(void) { return WINDOW_STATE_FULLSCREEN; }
cc_result Window_EnterFullscreen(void) { return 0; }
cc_result Window_ExitFullscreen(void) { return 0; }
int Window_IsObscured(void) { return 0; }
void Window_Show(void) { }
void Window_SetSize(int width, int height) { }
void Window_ShowDialog(const char* title, const char* msg) {
/* TODO implement */
Platform_LogConst(title);
Platform_LogConst(msg);
}
cc_result Window_OpenFileDialog(const struct OpenFileDialogArgs* args) {
return ERR_NOT_SUPPORTED;
}
cc_result Window_SaveFileDialog(const struct SaveFileDialogArgs* args) {
return ERR_NOT_SUPPORTED;
}
#endif
|