diff --git a/src/Graphics_NDS.c b/src/Graphics_NDS.c index 5023501ce..316c9a47f 100644 --- a/src/Graphics_NDS.c +++ b/src/Graphics_NDS.c @@ -213,7 +213,7 @@ static void palette_alloc(CCTexture* tex, int size) { } static void palette_release(CCTexture* tex) { - blockalloc_free(pal_table, tex->palBase, tex->palBlocks); + blockalloc_dealloc(pal_table, tex->palBase, tex->palBlocks); } diff --git a/src/psvita/Window_PSVita.c b/src/psvita/Window_PSVita.c index e0824e818..d725edfb5 100644 --- a/src/psvita/Window_PSVita.c +++ b/src/psvita/Window_PSVita.c @@ -127,7 +127,8 @@ static void ProcessTouchInput(int port, int id, const SceTouchPanelInfo* panel) void Window_ProcessEvents(float delta) { ProcessTouchInput(SCE_TOUCH_PORT_FRONT, 0, &frontPanel); - ProcessTouchInput(SCE_TOUCH_PORT_BACK, 1, &backPanel); + //ProcessTouchInput(SCE_TOUCH_PORT_BACK, 1, &backPanel); + // TODO figure out a way to use the back panel } void Cursor_SetPosition(int x, int y) { } // Makes no sense for PS Vita @@ -140,6 +141,25 @@ void Window_DisableRawMouse(void) { Input.RawMode = false; } /*########################################################################################################################* *-------------------------------------------------------Gamepads----------------------------------------------------------* *#########################################################################################################################*/ +static const BindMapping vita_padbinds[BIND_COUNT] = { + [BIND_FORWARD] = { CCPAD_UP }, + [BIND_BACK] = { CCPAD_DOWN }, + [BIND_LEFT] = { CCPAD_LEFT }, + [BIND_RIGHT] = { CCPAD_RIGHT }, + [BIND_JUMP] = { CCPAD_1 }, + [BIND_SET_SPAWN] = { CCPAD_START }, + [BIND_CHAT] = { CCPAD_4 }, + [BIND_INVENTORY] = { CCPAD_3 }, + [BIND_SEND_CHAT] = { CCPAD_START }, + [BIND_SPEED] = { CCPAD_2, CCPAD_L }, + [BIND_NOCLIP] = { CCPAD_2, CCPAD_3 }, + [BIND_FLY] = { CCPAD_2, CCPAD_R }, + [BIND_FLY_UP] = { CCPAD_2, CCPAD_UP }, + [BIND_FLY_DOWN] = { CCPAD_2, CCPAD_DOWN }, + [BIND_PLACE_BLOCK] = { CCPAD_L }, + [BIND_DELETE_BLOCK] = { CCPAD_R }, + +}; static cc_bool circle_main; void Gamepads_Init(void) {