Switch: Option to use built-in brightness sensor for Boktai

This commit is contained in:
Vicki Pfau 2019-06-04 22:32:09 -07:00
parent 9b0e4af7b4
commit 9ac838d14d
2 changed files with 50 additions and 1 deletions

View File

@ -12,6 +12,7 @@ Features:
- Experimental high level "XQ" audio for most GBA games
- Interframe blending for games that use flicker effects
- Frame inspector for dissecting and debugging rendering
- Switch: Option to use built-in brightness sensor for Boktai
Emulation fixes:
- GBA: All IRQs have 7 cycle delay (fixes mgba.io/i/539, mgba.io/i/1208)
- GBA: Reset now reloads multiboot ROMs

View File

@ -99,6 +99,8 @@ static u8 vmode;
static u32 vwidth;
static u32 vheight;
static bool interframeBlending = false;
static bool useLightSensor = true;
static struct mGUIRunnerLux lightSensor;
static enum ScreenMode {
SM_PA,
@ -268,6 +270,10 @@ static void _setup(struct mGUIRunner* runner) {
runner->core->setPeripheral(runner->core, mPERIPH_ROTATION, &rotation);
runner->core->setAVStream(runner->core, &stream);
if (runner->core->platform(runner->core) == PLATFORM_GBA && useLightSensor) {
runner->core->setPeripheral(runner->core, mPERIPH_GBA_LUMINANCE, &lightSensor.d);
}
unsigned mode;
if (mCoreConfigGetUIntValue(&runner->config, "screenMode", &mode) && mode < SM_MAX) {
screenMode = mode;
@ -292,6 +298,19 @@ static void _gameLoaded(struct mGUIRunner* runner) {
if (mCoreConfigGetIntValue(&runner->config, "interframeBlending", &fakeBool)) {
interframeBlending = fakeBool;
}
if (mCoreConfigGetIntValue(&runner->config, "useLightSensor", &fakeBool)) {
if (useLightSensor != fakeBool) {
useLightSensor = fakeBool;
if (runner->core->platform(runner->core) == PLATFORM_GBA) {
if (useLightSensor) {
runner->core->setPeripheral(runner->core, mPERIPH_GBA_LUMINANCE, &lightSensor.d);
} else {
runner->core->setPeripheral(runner->core, mPERIPH_GBA_LUMINANCE, &runner->luminanceSource.d);
}
}
}
}
rumble.up = 0;
rumble.down = 0;
@ -543,6 +562,18 @@ int32_t _readGyroZ(struct mRotationSource* source) {
return sixaxis.gyroscope.z * -1.1e9f;
}
static void _lightSensorSample(struct GBALuminanceSource* lux) {
struct mGUIRunnerLux* runnerLux = (struct mGUIRunnerLux*) lux;
float luxLevel = 0;
appletGetCurrentIlluminance(&luxLevel);
runnerLux->luxLevel = cbrtf(luxLevel) * 8;
}
static uint8_t _lightSensorRead(struct GBALuminanceSource* lux) {
struct mGUIRunnerLux* runnerLux = (struct mGUIRunnerLux*) lux;
return 0xFF - runnerLux->luxLevel;
}
static int _batteryState(void) {
u32 charge;
int state = 0;
@ -690,6 +721,9 @@ int main(int argc, char* argv[]) {
rotation.readTiltY = _readTiltY;
rotation.readGyroZ = _readGyroZ;
lightSensor.d.readLuminance = _lightSensorRead;
lightSensor.d.sample = _lightSensorSample;
stream.videoDimensionsChanged = NULL;
stream.postVideoFrame = NULL;
stream.postAudioFrame = NULL;
@ -707,6 +741,9 @@ int main(int argc, char* argv[]) {
audoutBuffer[i].data_offset = 0;
}
bool illuminanceAvailable = false;
appletIsIlluminanceAvailable(&illuminanceAvailable);
struct mGUIRunner runner = {
.params = {
1280, 720,
@ -829,8 +866,19 @@ int main(int argc, char* argv[]) {
},
.nStates = 6
},
{
.title = "Use built-in brightness sensor for Boktai",
.data = "useLightSensor",
.submenu = 0,
.state = illuminanceAvailable,
.validStates = (const char*[]) {
"Off",
"On",
},
.nStates = 2
},
},
.nConfigExtra = 4,
.nConfigExtra = 5,
.setup = _setup,
.teardown = NULL,
.gameLoaded = _gameLoaded,