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https://github.com/ClassiCube/ClassiCube.git
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Use CC_BUILD_DUALSCREEN define instead, and fix PSP build to work with latest master commit
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@ -287,6 +287,7 @@ typedef cc_uint8 cc_bool;
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#define CC_BUILD_LOWMEM
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#define CC_BUILD_CONSOLE
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#define CC_BUILD_TOUCH
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#define CC_BUILD_DUALSCREEN
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#undef CC_BUILD_FREETYPE
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#elif defined GEKKO
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#define CC_BUILD_GCWII
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10
src/Gui.c
10
src/Gui.c
@ -21,7 +21,7 @@
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struct _GuiData Gui;
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struct Screen* Gui_Screens[GUI_MAX_SCREENS];
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static cc_uint8 priorities[GUI_MAX_SCREENS];
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#ifdef __3DS__
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#ifdef CC_BUILD_DUALSCREEN
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static struct Texture touchBgTex;
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#endif
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@ -34,12 +34,12 @@ static CC_NOINLINE int GetWindowScale(void) {
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/* Use larger UI scaling on mobile */
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/* TODO move this DPI scaling elsewhere.,. */
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#ifndef __3DS__
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#ifndef CC_BUILD_DUALSCREEN
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if (!Input_TouchMode) {
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#endif
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widthScale /= DisplayInfo.ScaleX;
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heightScale /= DisplayInfo.ScaleY;
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#ifndef __3DS__
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#ifndef CC_BUILD_DUALSCREEN
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}
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#endif
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return 1 + (int)(min(widthScale, heightScale));
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@ -303,7 +303,7 @@ void Gui_RenderGui(double delta) {
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enum Screen3DS scr = Window_3DS_SetRenderScreen(BOTTOM_SCREEN);
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#ifdef __3DS__
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#ifdef CC_BUILD_DUALSCREEN
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Texture_Render(&touchBgTex);
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#endif
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@ -641,7 +641,7 @@ static void OnInit(void) {
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TextureEntry_Register(&icons_entry);
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TextureEntry_Register(&touch_entry);
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#ifdef __3DS__
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#ifdef CC_BUILD_DUALSCREEN
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struct Context2D ctx;
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Context2D_Alloc(&ctx, 32, 32);
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Gradient_Noise(&ctx, BitmapColor_RGB(0x40, 0x30, 0x20), 6, 0, 0, ctx.width, ctx.height);
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@ -537,7 +537,7 @@ void Launcher_DrawTitle(struct FontDesc* font, const char* text, struct Context2
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/* Skip dragging logo when very small window to save space */
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if (Window_Main.Height < 240) return;
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#ifdef __3DS__
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#ifdef CC_BUILD_DUALSCREEN
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/* Put title on top screen */
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enum Screen3DS scr = Window_3DS_SetRenderScreen(TOP_SCREEN);
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struct Bitmap bmp;
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@ -555,7 +555,7 @@ void Launcher_DrawTitle(struct FontDesc* font, const char* text, struct Context2
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x = ctx->width / 2 - Drawer2D_TextWidth(&args) / 2;
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y = 0;
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#ifdef __3DS__
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#ifdef CC_BUILD_DUALSCREEN
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// vertically center the title
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y = ctx->height / 2 - Drawer2D_TextHeight(&args) / 2;
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#endif
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@ -565,7 +565,7 @@ void Launcher_DrawTitle(struct FontDesc* font, const char* text, struct Context2
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Drawer2D.Colors['f'] = BITMAPCOLOR_WHITE;
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Context2D_DrawText(ctx, &args, x, y);
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#ifdef __3DS__
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#ifdef CC_BUILD_DUALSCREEN
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Window_DrawFramebuffer((Rect2D){ 0, 0, bmp.width, bmp.height });
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Window_3DS_SetRenderScreen(scr);
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#endif
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@ -58,15 +58,15 @@ TimeMS DateTime_CurrentUTC_MS(void) {
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}
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void DateTime_CurrentLocal(struct DateTime* t) {
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pspTime curTime;
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ScePspDateTime curTime;
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sceRtcGetCurrentClockLocalTime(&curTime);
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t->year = curTime.year;
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t->month = curTime.month;
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t->day = curTime.day;
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t->hour = curTime.hour;
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t->minute = curTime.minutes;
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t->second = curTime.seconds;
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t->minute = curTime.minute;
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t->second = curTime.second;
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}
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#define US_PER_SEC 1000000ULL
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@ -235,7 +235,7 @@ void GLContext_GetApiInfo(cc_string* info);
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#endif
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enum Screen3DS { TOP_SCREEN, BOTTOM_SCREEN };
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#ifdef __3DS__
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#ifdef CC_BUILD_DUALSCREEN
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/* Selects which screen on the 3DS to render to. Returns the previous screen */
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enum Screen3DS Window_3DS_SetRenderScreen(enum Screen3DS screen);
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#else
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@ -26,14 +26,8 @@ struct _WindowData Window_Alt;
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// * Width/height refer to the physical dimensions of the screen; that is, the top screen
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// * is 240 pixels wide and 400 pixels tall; while the bottom screen is 240x320.
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void Window_Init(void) {
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//gfxInit(GSP_BGR8_OES,GSP_BGR8_OES,false);
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//gfxInit(GSP_BGR8_OES,GSP_RGBA8_OES,false);
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//gfxInit(GSP_RGBA8_OES, GSP_BGR8_OES, false);
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gfxInit(GSP_BGR8_OES, GSP_BGR8_OES, false);
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//gfxInit(GSP_RGBA8_OES,GSP_RGBA8_OES,false);
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//consoleInit(GFX_BOTTOM, NULL);
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u16 width, height;
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gfxGetFramebuffer(GFX_TOP, GFX_LEFT, &width, &height);
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