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3DS/Wii/PSP/GameCube: Some improvements
3DS: Now also supports using circle pad for moving camera Wii/PSP/GameCube: Falls back to using default.png from texture pack for fonts in launcher, instead of never displaying any text at all
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6
.github/workflows/build_3ds.yml
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6
.github/workflows/build_3ds.yml
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@ -23,12 +23,6 @@ jobs:
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NOTIFY_MESSAGE: 'Failed to compile 3DS build'
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NOTIFY_MESSAGE: 'Failed to compile 3DS build'
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WEBHOOK_URL: '${{ secrets.WEBHOOK_URL }}'
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WEBHOOK_URL: '${{ secrets.WEBHOOK_URL }}'
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- uses: ./.github/actions/upload_build
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if: ${{ always() && steps.compile.outcome == 'success' }}
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with:
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SOURCE_FILE: 'ClassiCube-3ds.elf'
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DEST_NAME: 'ClassiCube-3ds.elf'
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- uses: ./.github/actions/upload_build
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- uses: ./.github/actions/upload_build
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if: ${{ always() && steps.compile.outcome == 'success' }}
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if: ${{ always() && steps.compile.outcome == 'success' }}
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with:
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with:
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6
.github/workflows/build_wiigc.yml
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6
.github/workflows/build_wiigc.yml
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@ -23,12 +23,6 @@ jobs:
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NOTIFY_MESSAGE: 'Failed to compile Wii/Gamecube build'
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NOTIFY_MESSAGE: 'Failed to compile Wii/Gamecube build'
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WEBHOOK_URL: '${{ secrets.WEBHOOK_URL }}'
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WEBHOOK_URL: '${{ secrets.WEBHOOK_URL }}'
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- uses: ./.github/actions/upload_build
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if: ${{ always() && steps.compile.outcome == 'success' }}
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with:
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SOURCE_FILE: 'ClassiCube-wii.elf'
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DEST_NAME: 'ClassiCube-wii.elf'
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- uses: ./.github/actions/upload_build
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- uses: ./.github/actions/upload_build
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if: ${{ always() && steps.compile.outcome == 'success' }}
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if: ${{ always() && steps.compile.outcome == 'success' }}
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with:
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with:
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@ -734,6 +734,9 @@ cc_result SysFont_Make(struct FontDesc* desc, const cc_string* fontName, int siz
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desc->height = Drawer2D_AdjHeight(size);
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desc->height = Drawer2D_AdjHeight(size);
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desc->handle = (void*)1;
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desc->handle = (void*)1;
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// TODO: Actually implement native font APIs
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Font_MakeBitmapped(desc, size, flags);
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return 0;
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return 0;
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}
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}
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@ -105,6 +105,12 @@ void Window_ProcessEvents(double delta) {
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Cursor_GetRawPos(&x, &y);
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Cursor_GetRawPos(&x, &y);
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Pointer_SetPosition(0, x, y);
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Pointer_SetPosition(0, x, y);
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}
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}
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if (Input_RawMode) {
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circlePosition pos = { 0, 0 };
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hidCircleRead(&pos);
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Event_RaiseRawMove(&PointerEvents.RawMoved, -pos.dx / 32.0f, pos.dy / 32.0f);
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}
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}
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}
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static void Cursor_GetRawPos(int* x, int* y) {
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static void Cursor_GetRawPos(int* x, int* y) {
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