Delete some old input and screen code

This commit is contained in:
Cruel
2015-08-17 01:50:49 -04:00
parent 6458bb3d3a
commit cde21d2c0d
7 changed files with 0 additions and 246 deletions
-48
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@@ -1,48 +0,0 @@
#ifdef EMULATION
#include <cpp3ds/Window/Input_sim_.hpp>
#endif
#ifndef CPP3DS_INPUT_HPP
#define CPP3DS_INPUT_HPP
#define HID 0x10146000
#define SLIDERSTATE 0x10144000
namespace cpp3ds {
enum Button {
BUTTON_A = 1,
BUTTON_B = 2,
BUTTON_X = 1024,
BUTTON_Y = 2048,
BUTTON_UP = 64,
BUTTON_DOWN = 128,
BUTTON_LEFT = 32,
BUTTON_RIGHT = 16,
BUTTON_L1 = 512,
BUTTON_R1 = 256,
BUTTON_START = 8,
BUTTON_SELECT = 4
};
typedef void (*InputCallback)(Button button);
class Input {
protected:
int getHID();
int last_hid;
public:
static float slider;
static bool isDown(Button button);
static void update(float deltaTime);
static float get3DSlider(){ return Input::slider; }
// int bind(Button button, Event event);
// void unbind(int binding);
// void unbindAll();
// void unbindAll(Button button);
};
}
#endif
-44
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@@ -1,44 +0,0 @@
#ifndef CPP3DS_INPUT_HPP
#define CPP3DS_INPUT_HPP
#include <SFML/Graphics.hpp>
namespace cpp3ds {
typedef sf::Keyboard::Key Button;
// enum Button {
// BUTTON_A = 1,
// BUTTON_B = 2,
// BUTTON_X = 1024,
// BUTTON_Y = 2048,
const Button BUTTON_UP = sf::Keyboard::Up;
const Button BUTTON_DOWN = sf::Keyboard::Down;
const Button BUTTON_LEFT = sf::Keyboard::Left;
const Button BUTTON_RIGHT = sf::Keyboard::Right;
// BUTTON_L1 = 512,
// BUTTON_R1 = 256,
// BUTTON_START = 8,
// BUTTON_SELECT = 4
// };
typedef void (*InputCallback)(Button button);
class Input {
protected:
int getHID();
int last_hid;
public:
static float slider;
static bool isDown(Button button);
static void update(float deltaTime);
static float get3DSlider(){ return Input::slider; }
// int bind(Button button, Event event);
// void unbind(int binding);
// void unbindAll();
// void unbindAll(Button button);
};
}
#endif
-21
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@@ -1,21 +0,0 @@
#include <cpp3ds/Window/Input_.hpp>
#include <cpp3ds/System/utils.hpp>
namespace cpp3ds {
float Input::slider = 0;
int Input::getHID(){
last_hid = read_word(HID);
return last_hid;
}
bool Input::isDown(Button button) {
return (~read_word(HID) & button);
}
void Input::update(float deltaTime){
Input::slider = (float)(read_word(SLIDERSTATE) & 0xFF) / 255;
}
}
-47
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@@ -1,47 +0,0 @@
#include <string.h>
#include <cpp3ds/Window/Screen.hpp>
#include <cpp3ds/Graphics/Color.hpp>
#include <cpp3ds/Graphics/Drawable.hpp>
#include <cpp3ds/System/utils.hpp>
namespace cpp3ds {
void Screen::setPixelAddress(int addr, Color color){
write_byte(addr, color.b);
write_byte(addr+1, color.g);
write_byte(addr+2, color.r);
}
void Screen::setPixel(int x, int y, Color color){
int addr = (720*x+720-(y*3)-3) + frame1;
setPixelAddress(addr, color);
addr = (720*x+720-(y*3)-3) + frame2;
setPixelAddress(addr, color);
}
void Screen::clear(Color color){
if (color.r == color.g && color.g == color.b){
memset((char*)frame1, color.r, width*height*3);
memset((char*)frame2, color.r, width*height*3);
} else {
// TODO: Too slow, maybe try memcpy?
char* frameptr1 = (char*)frame1;
char* frameptr2 = (char*)frame2;
for (int i = 0; i < width*height; ++i){
*frameptr1++ = *frameptr2++ = color.b;
*frameptr1++ = *frameptr2++ = color.g;
*frameptr1++ = *frameptr2++ = color.r;
}
}
}
void Screen::draw(Drawable& obj, float x, float y, bool use3D) {
// TODO: Check bounds and don't draw objects outside screen
obj.draw(*this, x, y, use3D, true);
}
void Screen::_display(){
buffer = !buffer;
}
}
-17
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@@ -1,17 +0,0 @@
#include <SFML/Graphics.hpp>
#include <cpp3ds/Emulator.hpp>
namespace cpp3ds {
void display(){
_emulator->screen->display();
if (_emulator->getState() == EMU_PAUSED){
_emulator->screen->setActive(false);
_emulator->updatePausedFrame();
while (_emulator->getState() == EMU_PAUSED)
sf::sleep(sf::milliseconds(100));
}
// _simulator->screen->renderWindow.clear();
}
}
-24
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#include <SFML/Graphics.hpp>
#include <cpp3ds/Emulator.hpp>
#include <cpp3ds/Window/Input_.hpp>
namespace cpp3ds {
float Input::slider = 0;
int Input::getHID(){
// last_hid = read_word(HID);
last_hid = 0;
return last_hid;
}
bool Input::isDown(sf::Keyboard::Key button) {
// return (~read_word(HID) & button);
return sf::Keyboard::isKeyPressed(button);
}
void Input::update(float deltaTime){
Input::slider = _emulator->get_slider3d();
}
}
-45
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@@ -1,45 +0,0 @@
#include <string.h>
#include <cpp3ds/Emulator.hpp>
#include <cpp3ds/Graphics/Color.hpp>
#include <cpp3ds/Graphics/Drawable.hpp>
#include <cpp3ds/System/utils.hpp>
//#include <cpp3ds/Window/Screen.hpp>
/*
namespace cpp3ds {
void Screen::setPixel(int x, int y, Color color){
sf::Color c(color.r, color.g, color.b);
pixelImage.setPixel(x, y, c);
}
void Screen::clear(Color color){
sf::RectangleShape box(sf::Vector2f(width, height));
sf::Color c(color.r, color.g, color.b);
sf::Color outline(25,25,25);
box.setFillColor(c);
box.setOutlineColor(outline);
box.setOutlineThickness(EMU_OUTLINE_THICKNESS);
box.setPosition(x,y);
pixelImage.create(width, height, sf::Color::Transparent);
// Should only clear the relevant screen area
_emulator->screen->draw(box);
}
void Screen::draw(cpp3ds::RenderTarget& target, cpp3ds::RenderStates states) {
// void Screen::draw(Drawable& obj, float x, float y, bool use3D) {
// TODO: Check bounds and don't draw objects outside screen
// obj.draw(*this, x, y, use3D, true);
Vertex* m_vertices = nullptr;
target.draw(m_vertices, states);
}
void Screen::_display() {
sf::Texture starsTexture;
starsTexture.loadFromImage(pixelImage);
sf::Sprite test(starsTexture);
test.setPosition(x, y);
_emulator->screen->draw(test);
}
}
*/