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https://github.com/holub/mame
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* Sync with bgfx upstream revision b91d0b6 * Sync with bx upstream revision d60912b * Sync with bimg upstream revision bd81f60 * Add astc-codec decoder * Rename VertexDecl to VertexLayout * Rename UniformType enum Int1 to Sampler. * Add NVN stub * Fix unused-const-variable error on macOS * Drop redundant explicit language parameters buildoptions_cpp are only applied to c++ files and buildoptions_objcpp are only applied to objective c++ files. As such, hardcoding -x offers no benefit while preventing overrides (such as one needed by 3rdparty/bgfx/src/renderer_vk.cpp on macOS) from working. * Re-introduce -x c++ in places where C code is compiled as C++ to prevent clang from throwing a warning * Build bgfx as Objective-C++ on macOS It is needed due to included headers * Enable Direct3D12 and Vulkan bgfx rendering backends * Enable building of spirv shaders * Properly escape /c in cmd call * Comment out dx12 bgfx renderer * Honor VERBOSE setting during shaders build * Only invert hlsl shader XYZ_TO_sRGB matrix for opengl * Add spirv shaders * OpenGL ES needs transposed matrix too * Metal needs transposed matrix as well
100 lines
2.1 KiB
C
100 lines
2.1 KiB
C
/*
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* Copyright 2010-2019 Branimir Karadzic. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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*/
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#ifndef INPUT_H_HEADER_GUARD
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#define INPUT_H_HEADER_GUARD
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#include "entry.h"
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typedef void (*InputBindingFn)(const void* _userData);
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struct InputBinding
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{
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void set(entry::Key::Enum _key, uint8_t _modifiers, uint8_t _flags, InputBindingFn _fn, const void* _userData = NULL)
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{
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m_key = _key;
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m_modifiers = _modifiers;
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m_flags = _flags;
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m_fn = _fn;
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m_userData = _userData;
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}
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void end()
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{
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m_key = entry::Key::None;
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m_modifiers = entry::Modifier::None;
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m_flags = 0;
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m_fn = NULL;
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m_userData = NULL;
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}
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entry::Key::Enum m_key;
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uint8_t m_modifiers;
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uint8_t m_flags;
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InputBindingFn m_fn;
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const void* m_userData;
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};
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#define INPUT_BINDING_END { entry::Key::None, entry::Modifier::None, 0, NULL, NULL }
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///
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void inputInit();
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///
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void inputShutdown();
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///
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void inputAddBindings(const char* _name, const InputBinding* _bindings);
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///
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void inputRemoveBindings(const char* _name);
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///
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void inputProcess();
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///
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void inputSetKeyState(entry::Key::Enum _key, uint8_t _modifiers, bool _down);
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///
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bool inputGetKeyState(entry::Key::Enum _key, uint8_t* _modifiers = NULL);
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///
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uint8_t inputGetModifiersState();
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/// Adds single UTF-8 encoded character into input buffer.
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void inputChar(uint8_t _len, const uint8_t _char[4]);
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/// Returns single UTF-8 encoded character from input buffer.
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const uint8_t* inputGetChar();
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/// Flush internal input buffer.
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void inputCharFlush();
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///
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void inputSetMouseResolution(uint16_t _width, uint16_t _height);
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///
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void inputSetMousePos(int32_t _mx, int32_t _my, int32_t _mz);
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///
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void inputSetMouseButtonState(entry::MouseButton::Enum _button, uint8_t _state);
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///
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void inputSetMouseLock(bool _lock);
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///
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void inputGetMouse(float _mouse[3]);
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///
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bool inputIsMouseLocked();
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///
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void inputSetGamepadAxis(entry::GamepadHandle _handle, entry::GamepadAxis::Enum _axis, int32_t _value);
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///
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int32_t inputGetGamepadAxis(entry::GamepadHandle _handle, entry::GamepadAxis::Enum _axis);
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#endif // INPUT_H_HEADER_GUARD
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