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https://github.com/libretro/RetroArch
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(OSX/iOS) Start renaming ios_ namespace -functions we're going to implement for
OSX as well
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@ -88,7 +88,7 @@ void* rarch_main_apple(void* args)
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if (init_ret)
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{
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rarch_main_clear_state();
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dispatch_async_f(dispatch_get_main_queue(), (void*)1, ios_rarch_exited);
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dispatch_async_f(dispatch_get_main_queue(), (void*)1, apple_rarch_exited);
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return 0;
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}
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@ -124,7 +124,7 @@ void* rarch_main_apple(void* args)
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#else
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// This needs to be here to tell the GUI thread that the emulator loop has stopped,
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// the (void*)1 makes it display the 'Failed to load game' message.
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dispatch_async_f(dispatch_get_main_queue(), (void*)1, ios_rarch_exited);
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dispatch_async_f(dispatch_get_main_queue(), (void*)1, apple_rarch_exited);
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return 1;
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#endif
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}
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@ -182,6 +182,6 @@ void* rarch_main_apple(void* args)
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rarch_main_clear_state();
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dispatch_async_f(dispatch_get_main_queue(), 0, ios_rarch_exited);
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dispatch_async_f(dispatch_get_main_queue(), 0, apple_rarch_exited);
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return 0;
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}
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@ -78,7 +78,7 @@ static bool gfx_ctx_has_focus(void)
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static void gfx_ctx_swap_buffers(void)
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{
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ios_flip_game_view();
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apple_flip_game_view();
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}
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static void gfx_ctx_input_driver(const input_driver_t **input, void **input_data)
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@ -101,7 +101,7 @@ const gfx_ctx_driver_t gfx_ctx_ios = {
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gfx_ctx_check_window,
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gfx_ctx_set_resize,
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gfx_ctx_has_focus,
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ios_flip_game_view,
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apple_flip_game_view,
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gfx_ctx_input_driver,
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NULL,
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NULL,
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4
gfx/gl.c
4
gfx/gl.c
@ -388,8 +388,8 @@ void gl_shader_set_coords(void *data, const struct gl_coords *coords, const math
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#ifdef IOS
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// There is no default frame buffer on IOS.
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void ios_bind_game_view_fbo(void);
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#define gl_bind_backbuffer() ios_bind_game_view_fbo()
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void apple_bind_game_view_fbo(void);
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#define gl_bind_backbuffer() apple_bind_game_view_fbo()
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#else
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#define gl_bind_backbuffer() pglBindFramebuffer(GL_FRAMEBUFFER, 0)
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#endif
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@ -168,7 +168,7 @@ void ios_destroy_game_view()
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[EAGLContext setCurrentContext:nil];
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}
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void ios_flip_game_view()
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void apple_flip_game_view()
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{
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if (--g_fast_forward_skips < 0)
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{
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@ -194,7 +194,7 @@ void ios_get_game_view_size(unsigned *width, unsigned *height)
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*height = *height ? *height : 480;
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}
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void ios_bind_game_view_fbo()
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void apple_bind_game_view_fbo(void)
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{
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dispatch_sync(dispatch_get_main_queue(), ^{
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if (g_context)
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@ -427,7 +427,7 @@ static void event_reload_config(void* userdata)
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@end
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void ios_rarch_exited(void* result)
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void apple_rarch_exited(void* result)
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{
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[[RetroArch_iOS get] rarchExited:result ? NO : YES];
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}
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@ -21,15 +21,15 @@
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char* ios_get_rarch_system_directory();
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// These functions should only be called as arguments to dispatch_sync
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void ios_rarch_exited(void* result);
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void apple_rarch_exited (void* result);
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// These functions must only be called in gfx/context/ioseagl_ctx.c
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bool ios_init_game_view();
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void ios_destroy_game_view();
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void ios_flip_game_view();
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bool ios_init_game_view(void);
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void ios_destroy_game_view(void);
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void apple_flip_game_view(void);
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void ios_set_game_view_sync(unsigned interval);
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void ios_get_game_view_size(unsigned *width, unsigned *height);
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void ios_bind_game_view_fbo();
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void apple_bind_game_view_fbo(void);
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void ios_add_log_message(const char* format, ...);
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