Fixing savestate and adding load keys.
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05fff066ef
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@ -10,10 +10,11 @@
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struct msMultiplayerController;
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struct msCoreController {
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struct msMultiplayerController *multiplayer;
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struct mCoreThread threadContext;
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struct msMultiplayerController *multiplayer;
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struct mCoreThread threadContext;
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color_t *outputBuffer;
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unsigned int stride;
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struct VFile *saveState;
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};
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struct msCoreController *
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@ -6,3 +6,13 @@
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extern char *ms_last_error;
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#endif
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#define MSGBA_KEY_A 0
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#define MSGBA_KEY_B 1
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#define MSGBA_KEY_L 2
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#define MSGBA_KEY_R 3
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#define MSGBA_KEY_START 4
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#define MSGBA_KEY_SELECT 5
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#define MSGBA_KEY_UP 6
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#define MSGBA_KEY_DOWN 7
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#define MSGBA_KEY_LEFT 8
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#define MSGBA_KEY_RIGHT 9
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@ -14,6 +14,8 @@
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#include <msgba/global.h>
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#include <msgba/core_controller.h>
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#include <mgba/core/input.h>
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#include <mgba/internal/gba/input.h>
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struct msCoreController *
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@ -35,6 +37,17 @@ msCoreControllerLoadGame (const unsigned char *rom, size_t rom_len,
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goto loadGameReturn;
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}
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core->init(core);
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mInputBindKey(&core->inputMap, 0, MSGBA_KEY_A, GBA_KEY_A);
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mInputBindKey(&core->inputMap, 0, MSGBA_KEY_B, GBA_KEY_B);
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mInputBindKey(&core->inputMap, 0, MSGBA_KEY_L, GBA_KEY_L);
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mInputBindKey(&core->inputMap, 0, MSGBA_KEY_R, GBA_KEY_R);
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mInputBindKey(&core->inputMap, 0, MSGBA_KEY_START, GBA_KEY_START);
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mInputBindKey(&core->inputMap, 0, MSGBA_KEY_SELECT, GBA_KEY_SELECT);
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mInputBindKey(&core->inputMap, 0, MSGBA_KEY_UP, GBA_KEY_UP);
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mInputBindKey(&core->inputMap, 0, MSGBA_KEY_DOWN, GBA_KEY_DOWN);
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mInputBindKey(&core->inputMap, 0, MSGBA_KEY_LEFT, GBA_KEY_LEFT);
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mInputBindKey(&core->inputMap, 0, MSGBA_KEY_RIGHT, GBA_KEY_RIGHT);
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unsigned int width;
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unsigned int height;
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mCoreInitConfig(core, NULL);
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@ -47,11 +60,11 @@ msCoreControllerLoadGame (const unsigned char *rom, size_t rom_len,
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printf("controller->outputBuffer width: %u\n", width);
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core->setVideoBuffer(core, outputBuffer, width);
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core->loadROM (core, file_rom);
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mCoreLoadStateNamed (core, file_state, SAVESTATE_SAVEDATA & SAVESTATE_RTC);
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controller = msCoreControllerNew (core, data);
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controller->outputBuffer = outputBuffer;
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controller->stride = width;
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controller->saveState = file_state;
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loadGameReturn:
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return controller;
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}
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@ -65,10 +78,21 @@ msCoreControllerSetStartCallback(struct msCoreController *const self, void(*call
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self->threadContext.startCallback = callback;
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}
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void
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mCoreThreadAfterStart(struct mCoreThread *threadContext) {
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struct msClientConnectionData *data = (struct msClientConnectionData *)threadContext->userData;
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struct msCoreController *coreController = data->coreController;
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struct mCore *core = coreController->threadContext.core;
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if (!mCoreLoadStateNamed (core, coreController->saveState, 0)) { // SAVESTATE_SAVEDATA & SAVESTATE_RTC)) {
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fprintf(stderr, "Unable to load save state\n");
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}
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}
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void
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msCoreControllerThreadStart (struct msCoreController *const core_controller) {
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struct mCoreThread *thread = &core_controller->threadContext;
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mCoreThreadStart(thread);
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mCoreThreadRunFunction(thread, &mCoreThreadAfterStart);
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}
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void
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@ -3,6 +3,8 @@
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#include <sys/signal.h>
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#include <mgba/core/serialize.h>
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#include <msgba/packet/send_frame.h>
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#include <msgba/packet.h>
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#include <msgba/packet/hello.h>
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@ -28,6 +30,12 @@ msThreadCallbackStart(struct mCoreThread *threadContext) {
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sigemptyset(&set);
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sigaddset(&set, SIGPIPE);
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pthread_sigmask(SIG_BLOCK, &set, NULL);
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struct msClientConnectionData *data = (struct msClientConnectionData *)threadContext->userData;
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struct msCoreController *coreController = data->coreController;
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struct mCore *core = coreController->threadContext.core;
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if (!mCoreLoadStateNamed (core, coreController->saveState, 0)) { // SAVESTATE_SAVEDATA & SAVESTATE_RTC)) {
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fprintf(stderr, "Unable to load save state\n");
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}
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}
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void
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msThreadCallbackSetFrame(struct mCoreThread *threadContext) {
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