annotate nuklear_ui/blastem_nuklear.h @ 2661:462e43f54abf

Properly emulate extra TH transitions due to direction changes for 6-button controllers. Breaks Golden Axe II input the same as hardware with a 6-button controller
author Michael Pavone <pavone@retrodev.com>
date Wed, 05 Mar 2025 22:20:20 -0800
parents 251cc75574af
children
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1 #ifndef BLASTEM_NUKLEAR_H_
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2 #define BLASTEM_NUKLEAR_H_
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3
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4 #define NK_INCLUDE_FIXED_TYPES
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5 #define NK_INCLUDE_STANDARD_IO
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6 #define NK_INCLUDE_STANDARD_VARARGS
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7 #define NK_INCLUDE_DEFAULT_ALLOCATOR
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8 #define NK_INCLUDE_VERTEX_BUFFER_OUTPUT
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9 #define NK_INCLUDE_FONT_BAKING
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10 #include "nuklear.h"
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11 #include "nuklear_sdl_gles2.h"
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12
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13 void blastem_nuklear_init(uint8_t file_loaded);
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1cdd7f492af8 Pause menu now triggered on ui.exit event
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14 void show_pause_menu(void);
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7121daaa48c2 Fix drag and drop when using Nuklear UI
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15 void show_play_view(void);
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16 uint8_t is_nuklear_active(void);
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001120e91fed Skip loading menu ROM if Nuklear UI is enabled. Allow disabling Nuklear UI in favor of old menu ROM both at compile time and in config. Fall back to ROM UI if GL is unavailable
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17 uint8_t is_nuklear_available(void);
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18 //ui_idle_loop calls these automatically, needed externally for browser target
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19 void ui_enter(void);
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20 void ui_exit(void);
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a6881d0d76d0 Pause game execution when in the new UI pause menu
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21 void ui_idle_loop(void);
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22
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23 #endif //BLASTEM_NUKLEAR_H_