bsnes/SDL/gui.h

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#ifndef gui_h
#define gui_h
#include <SDL2/SDL.h>
#include <Core/gb.h>
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#include <stdbool.h>
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#include "shader.h"
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extern SDL_Window *window;
extern SDL_Renderer *renderer;
extern SDL_Texture *texture;
extern SDL_PixelFormat *pixel_format;
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extern shader_t shader;
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enum scaling_mode {
GB_SDL_SCALING_ENTIRE_WINDOW,
GB_SDL_SCALING_KEEP_RATIO,
GB_SDL_SCALING_INTEGER_FACTOR,
GB_SDL_SCALING_MAX,
};
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enum pending_command {
GB_SDL_NO_COMMAND,
GB_SDL_SAVE_STATE_COMMAND,
GB_SDL_LOAD_STATE_COMMAND,
GB_SDL_RESET_COMMAND,
GB_SDL_NEW_FILE_COMMAND,
GB_SDL_QUIT_COMMAND,
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};
extern enum pending_command pending_command;
extern unsigned command_parameter;
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typedef struct {
SDL_Scancode keys[9];
GB_color_correction_mode_t color_correction_mode;
enum scaling_mode scaling_mode;
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bool blend_frames;
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GB_highpass_mode_t highpass_mode;
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bool div_joystick;
bool flip_joystick_bit_1;
bool swap_joysticks_bits_1_and_2;
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char filter[32];
enum {
MODEL_DMG,
MODEL_CGB,
MODEL_AGB,
MODEL_MAX,
} model;
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} configuration_t;
extern configuration_t configuration;
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void update_viewport(void);
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void run_gui(bool is_running);
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unsigned fix_joypad_button(unsigned button);
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unsigned fix_joypad_axis(unsigned axis);
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void render_texture(void *pixels, void *previous);
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#endif