本文整理汇总了C++中PSP_CoreParameter函数的典型用法代码示例。如果您正苦于以下问题:C++ PSP_CoreParameter函数的具体用法?C++ PSP_CoreParameter怎么用?C++ PSP_CoreParameter使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了PSP_CoreParameter函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: glClearColor
void GLES_GPU::InitClear() {
if (!g_Config.bBufferedRendering) {
glstate.depthWrite.set(GL_TRUE);
glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glClearColor(0,0,0,1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
glstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
}
示例2: SendDebugOutput
void WindowsHeadlessHost::SendOrCollectDebugOutput(const std::string &data)
{
if (PSP_CoreParameter().printfEmuLog)
SendDebugOutput(data);
else if (PSP_CoreParameter().collectEmuLog)
*PSP_CoreParameter().collectEmuLog += data;
else
DEBUG_LOG(COMMON, "%s", data.c_str());
}
示例3: DecimateFBOs
void FramebufferManagerCommon::BeginFrame() {
DecimateFBOs();
currentRenderVfb_ = 0;
useBufferedRendering_ = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
updateVRAM_ = !(g_Config.iRenderingMode == FB_NON_BUFFERED_MODE || g_Config.iRenderingMode == FB_BUFFERED_MODE);
renderWidth_ = (float)PSP_CoreParameter().renderWidth;
renderHeight_ = (float)PSP_CoreParameter().renderHeight;
pixelWidth_ = PSP_CoreParameter().pixelWidth;
pixelHeight_ = PSP_CoreParameter().pixelHeight;
}
示例4: glClearColor
void GLES_GPU::InitClear()
{
if (!g_Config.bBufferedRendering)
{
glClearColor(0,0,0,1);
// glClearColor(1,0,1,1);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
}
glViewport(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
}
示例5: glClearColor
void GLES_GPU::InitClearInternal() {
bool useNonBufferedRendering = g_Config.iRenderingMode == FB_NON_BUFFERED_MODE;
if (useNonBufferedRendering) {
glstate.depthWrite.set(GL_TRUE);
glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glClearColor(0,0,0,1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
glstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
}
示例6: GetI18NCategory
void FramebufferManagerCommon::ShowScreenResolution() {
I18NCategory *gr = GetI18NCategory("Graphics");
std::ostringstream messageStream;
messageStream << gr->T("Internal Resolution") << ": ";
messageStream << PSP_CoreParameter().renderWidth << "x" << PSP_CoreParameter().renderHeight << " ";
messageStream << gr->T("Window Size") << ": ";
messageStream << PSP_CoreParameter().pixelWidth << "x" << PSP_CoreParameter().pixelHeight;
osm.Show(messageStream.str(), 2.0f, 0xFFFFFF, -1, true, "resize");
}
示例7: SetZoom
void SetZoom(float zoom) {
if (zoom < 5)
g_Config.iWindowZoom = zoom;
RECT rc, rcOuter;
GetWindowRectAtZoom(zoom, rc, rcOuter);
MoveWindow(hwndMain, rcOuter.left, rcOuter.top, rcOuter.right - rcOuter.left, rcOuter.bottom - rcOuter.top, TRUE);
MoveWindow(hwndDisplay, 0, 0, rc.right - rc.left, rc.bottom - rc.top, TRUE);
PSP_CoreParameter().pixelWidth = 480 * zoom;
PSP_CoreParameter().pixelHeight = 272 * zoom;
GL_Resized();
}
示例8: ShowScreenResolution
static void ShowScreenResolution() {
I18NCategory *gr = GetI18NCategory("Graphics");
std::ostringstream messageStream;
messageStream << gr->T("Internal Resolution") << ": ";
messageStream << PSP_CoreParameter().renderWidth << "x" << PSP_CoreParameter().renderHeight << " ";
messageStream << gr->T("Window Size") << ": ";
messageStream << PSP_CoreParameter().pixelWidth << "x" << PSP_CoreParameter().pixelHeight;
osm.Show(messageStream.str(), 2.0f);
}
示例9: NativeMessageReceived
void MainUI::resizeGL(int w, int h)
{
bool smallWindow = g_Config.IsPortrait() ? (h < 480 + 80) : (w < 480 + 80);
if (UpdateScreenScale(w, h, smallWindow)) {
NativeMessageReceived("gpu resized", "");
}
xscale = w / this->width();
yscale = h / this->height();
PSP_CoreParameter().pixelWidth = pixel_xres;
PSP_CoreParameter().pixelHeight = pixel_yres;
}
示例10: glClearColor
void DIRECTX9_GPU::InitClearInternal() {
bool useNonBufferedRendering = g_Config.iRenderingMode == FB_NON_BUFFERED_MODE;
if (useNonBufferedRendering) {
dxstate.depthWrite.set(true);
dxstate.colorMask.set(true, true, true, true);
/*
glClearColor(0,0,0,1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
*/
pD3Ddevice->Clear(0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 0.f, 0);
}
dxstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
}
示例11: PSP_CoreParameter
void FramebufferManagerGLES::Resized() {
FramebufferManagerCommon::Resized();
render_->Resize(PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
if (UpdateSize()) {
DestroyAllFBOs();
}
// Might have a new post shader - let's compile it.
CompilePostShader();
// render_->SetLineWidth(renderWidth_ / 480.0f);
}
示例12: GetI18NCategory
void EmuScreen::onVKeyDown(int virtualKeyCode) {
I18NCategory *s = GetI18NCategory("Screen");
switch (virtualKeyCode) {
case VIRTKEY_UNTHROTTLE:
PSP_CoreParameter().unthrottle = true;
break;
case VIRTKEY_SPEED_TOGGLE:
if (PSP_CoreParameter().fpsLimit == 0) {
PSP_CoreParameter().fpsLimit = 1;
osm.Show(s->T("fixed", "Speed: alternate"), 1.0);
}
else if (PSP_CoreParameter().fpsLimit == 1) {
PSP_CoreParameter().fpsLimit = 0;
osm.Show(s->T("standard", "Speed: standard"), 1.0);
}
break;
case VIRTKEY_PAUSE:
pauseTrigger_ = true;
break;
case VIRTKEY_AXIS_X_MIN:
case VIRTKEY_AXIS_X_MAX:
setVKeyAnalogX(CTRL_STICK_LEFT, VIRTKEY_AXIS_X_MIN, VIRTKEY_AXIS_X_MAX);
break;
case VIRTKEY_AXIS_Y_MIN:
case VIRTKEY_AXIS_Y_MAX:
setVKeyAnalogY(CTRL_STICK_LEFT, VIRTKEY_AXIS_Y_MIN, VIRTKEY_AXIS_Y_MAX);
break;
case VIRTKEY_AXIS_RIGHT_X_MIN:
case VIRTKEY_AXIS_RIGHT_X_MAX:
setVKeyAnalogX(CTRL_STICK_RIGHT, VIRTKEY_AXIS_RIGHT_X_MIN, VIRTKEY_AXIS_RIGHT_X_MAX);
break;
case VIRTKEY_AXIS_RIGHT_Y_MIN:
case VIRTKEY_AXIS_RIGHT_Y_MAX:
setVKeyAnalogY(CTRL_STICK_RIGHT, VIRTKEY_AXIS_RIGHT_Y_MIN, VIRTKEY_AXIS_RIGHT_Y_MAX);
break;
case VIRTKEY_REWIND:
if (SaveState::CanRewind()) {
SaveState::Rewind();
} else {
osm.Show(s->T("norewind", "No rewind save states available"), 2.0);
}
break;
}
}
示例13: GetI18NCategory
void EmuScreen::onVKeyDown(int virtualKeyCode) {
I18NCategory *s = GetI18NCategory("Screen");
switch (virtualKeyCode) {
case VIRTKEY_SPEED_TOGGLE:
if (PSP_CoreParameter().fpsLimit == 0) {
PSP_CoreParameter().fpsLimit = 1;
osm.Show(s->T("fixed", "Speed: fixed"), 1.0);
}
else if (PSP_CoreParameter().fpsLimit == 1) {
PSP_CoreParameter().fpsLimit = 0;
osm.Show(s->T("standard", "Speed: standard"), 1.0);
}
break;
// On Android, this is take care of in update() using input.buttons & back
// Should get rid of that but not now.
#ifndef ANDROID
case VIRTKEY_PAUSE:
screenManager()->push(new PauseScreen());
break;
#endif
case VIRTKEY_AXIS_X_MIN:
__CtrlSetAnalogX(-1.0f, CTRL_STICK_LEFT);
break;
case VIRTKEY_AXIS_X_MAX:
__CtrlSetAnalogX(1.0f, CTRL_STICK_LEFT);
break;
case VIRTKEY_AXIS_Y_MIN:
__CtrlSetAnalogY(-1.0f, CTRL_STICK_LEFT);
break;
case VIRTKEY_AXIS_Y_MAX:
__CtrlSetAnalogY(1.0f, CTRL_STICK_LEFT);
break;
case VIRTKEY_AXIS_RIGHT_X_MIN:
__CtrlSetAnalogX(-1.0f, CTRL_STICK_RIGHT);
break;
case VIRTKEY_AXIS_RIGHT_X_MAX:
__CtrlSetAnalogX(1.0f, CTRL_STICK_RIGHT);
break;
case VIRTKEY_AXIS_RIGHT_Y_MIN:
__CtrlSetAnalogY(-1.0f, CTRL_STICK_RIGHT);
break;
case VIRTKEY_AXIS_RIGHT_Y_MAX:
__CtrlSetAnalogY(1.0f, CTRL_STICK_RIGHT);
break;
}
}
示例14: GetI18NCategory
void FramebufferManagerCommon::ShowScreenResolution() {
I18NCategory *gr = GetI18NCategory("Graphics");
std::ostringstream messageStream;
messageStream << gr->T("Internal Resolution") << ": ";
messageStream << PSP_CoreParameter().renderWidth << "x" << PSP_CoreParameter().renderHeight << " ";
if (postShaderIsUpscalingFilter_) {
messageStream << gr->T("(upscaling)") << " ";
}
messageStream << gr->T("Window Size") << ": ";
messageStream << PSP_CoreParameter().pixelWidth << "x" << PSP_CoreParameter().pixelHeight;
host->NotifyUserMessage(messageStream.str(), 2.0f, 0xFFFFFF, "resize");
}
示例15: GetI18NCategory
void EmuScreen::onVKeyDown(int virtualKeyCode) {
I18NCategory *s = GetI18NCategory("Screen");
switch (virtualKeyCode) {
case VIRTKEY_UNTHROTTLE:
PSP_CoreParameter().unthrottle = true;
break;
case VIRTKEY_SPEED_TOGGLE:
if (PSP_CoreParameter().fpsLimit == 0) {
PSP_CoreParameter().fpsLimit = 1;
osm.Show(s->T("fixed", "Speed: fixed"), 1.0);
}
else if (PSP_CoreParameter().fpsLimit == 1) {
PSP_CoreParameter().fpsLimit = 0;
osm.Show(s->T("standard", "Speed: standard"), 1.0);
}
break;
// On Android, this is take care of in update() using input.buttons & back
// Should get rid of that but not now.
#ifndef ANDROID
case VIRTKEY_PAUSE:
if (g_Config.bNewUI)
screenManager()->push(new GamePauseScreen(gamePath_));
else
screenManager()->push(new PauseScreen());
break;
#endif
case VIRTKEY_AXIS_X_MIN:
case VIRTKEY_AXIS_X_MAX:
setVKeyAnalogX(CTRL_STICK_LEFT, VIRTKEY_AXIS_X_MIN, VIRTKEY_AXIS_X_MAX);
break;
case VIRTKEY_AXIS_Y_MIN:
case VIRTKEY_AXIS_Y_MAX:
setVKeyAnalogY(CTRL_STICK_LEFT, VIRTKEY_AXIS_Y_MIN, VIRTKEY_AXIS_Y_MAX);
break;
case VIRTKEY_AXIS_RIGHT_X_MIN:
case VIRTKEY_AXIS_RIGHT_X_MAX:
setVKeyAnalogX(CTRL_STICK_RIGHT, VIRTKEY_AXIS_RIGHT_X_MIN, VIRTKEY_AXIS_RIGHT_X_MAX);
break;
case VIRTKEY_AXIS_RIGHT_Y_MIN:
case VIRTKEY_AXIS_RIGHT_Y_MAX:
setVKeyAnalogY(CTRL_STICK_RIGHT, VIRTKEY_AXIS_RIGHT_Y_MIN, VIRTKEY_AXIS_RIGHT_Y_MAX);
break;
}
}