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@autch
Created February 20, 2019 10:49
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P/EMU/SDL を GameShell で動くようにするパッチ
diff --git a/app.h b/app.h
index 423adb9..d1ea127 100644
--- a/app.h
+++ b/app.h
@@ -77,10 +77,11 @@ struct tagPIEMU_CONTEXT;
#define KEY_DOWN SDL_SCANCODE_DOWN
#define KEY_LEFT SDL_SCANCODE_LEFT
#define KEY_RIGHT SDL_SCANCODE_RIGHT
-#define KEY_A SDL_SCANCODE_Z
-#define KEY_B SDL_SCANCODE_X
-#define KEY_START SDL_SCANCODE_A
-#define KEY_SELECT SDL_SCANCODE_S
+#define KEY_A SDL_SCANCODE_K
+#define KEY_B SDL_SCANCODE_J
+#define KEY_START SDL_SCANCODE_RETURN
+#define KEY_SELECT SDL_SCANCODE_SPACE
+#define KEY_QUIT SDL_SCANCODE_ESCAPE
#ifdef PSP
#define JOY_CIRCLE 1 // as A
diff --git a/main.c b/main.c
index a045d49..7870d7e 100644
--- a/main.c
+++ b/main.c
@@ -75,11 +75,11 @@ unsigned char fsbuff[DISP_Y * 5][DISP_X * 5]; /* フルスクリーン展開用
void ui_init(PIEMU_CONTEXT *context)
{
- context->window = SDL_CreateWindow("P/EMU/SDL", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
- 128 * 4, 88 * 4, 0);
+ context->window = SDL_CreateWindow("P/EMU/SDL", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
+ 128 * 2, 88 * 2, SDL_WINDOW_FULLSCREEN);
// 0, 0, SDL_WINDOW_FULLSCREEN_DESKTOP);
context->renderer = SDL_CreateRenderer(context->window, -1, 0);
-// SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear"); // make the scaled rendering look smoother.
+ SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear"); // make the scaled rendering look smoother.
SDL_RenderSetLogicalSize(context->renderer, 128, 88);
context->texture = SDL_CreateTexture(context->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, 128,
88);
@@ -139,6 +139,10 @@ int main(int argc, char *argv[])
switch (event.type) {
case SDL_QUIT:
goto L_EXIT;
+ case SDL_KEYDOWN:
+ if(event.key.keysym.scancode == KEY_QUIT)
+ goto L_EXIT;
+ break;
#ifdef PSP
case SDL_JOYBUTTONDOWN:
{
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