(Zarch) Preliminary - start hooking up gamepad (very unfinished)
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@ -241,6 +241,7 @@ static void zui_begin(void)
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if (gl && gl->shader && gl->shader->set_mvp)
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if (gl && gl->shader && gl->shader->set_mvp)
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gl->shader->set_mvp(gl, &zui->mvp);
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gl->shader->set_mvp(gl, &zui->mvp);
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/* why do i need this? */
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/* why do i need this? */
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zui->mouse.left = input_driver_state(binds, 0, RETRO_DEVICE_MOUSE, 0, RETRO_DEVICE_ID_MOUSE_LEFT);
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zui->mouse.left = input_driver_state(binds, 0, RETRO_DEVICE_MOUSE, 0, RETRO_DEVICE_ID_MOUSE_LEFT);
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zui->mouse.right = input_driver_state(binds, 0, RETRO_DEVICE_MOUSE, 0, RETRO_DEVICE_ID_MOUSE_RIGHT);
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zui->mouse.right = input_driver_state(binds, 0, RETRO_DEVICE_MOUSE, 0, RETRO_DEVICE_ID_MOUSE_RIGHT);
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@ -1183,6 +1184,23 @@ static int zarch_iterate(bool render_this_frame, enum menu_action action)
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BIT64_SET(menu->state, MENU_STATE_BLIT);
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BIT64_SET(menu->state, MENU_STATE_BLIT);
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}
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}
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switch (action)
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{
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case MENU_ACTION_UP:
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zui->load_dlist_first--;
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break;
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case MENU_ACTION_DOWN:
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zui->load_dlist_first++;
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break;
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case MENU_ACTION_LEFT:
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zui->load_dlist_first -= 5;
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break;
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case MENU_ACTION_RIGHT:
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zui->load_dlist_first += 5;
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break;
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}
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if (zui->time_to_exit)
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if (zui->time_to_exit)
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{
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{
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RARCH_LOG("Gets here.\n");
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RARCH_LOG("Gets here.\n");
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