comparison render_sdl.c @ 198:209a37eed3e7

Add support for breaking into the debugger while game is running
author Mike Pavone <pavone@retrodev.com>
date Sun, 20 Jan 2013 19:10:29 -0800
parents a81c548cf353
children d60837a7d18a
comparison
equal deleted inserted replaced
197:7c227a8ec53d 198:209a37eed3e7
188 188
189 #define FRAME_DELAY 16 189 #define FRAME_DELAY 16
190 #define MIN_DELAY 10 190 #define MIN_DELAY 10
191 uint32_t frame_counter = 0; 191 uint32_t frame_counter = 0;
192 uint32_t start = 0; 192 uint32_t start = 0;
193 void wait_render_frame(vdp_context * context) 193 int wait_render_frame(vdp_context * context)
194 { 194 {
195 FILE * outfile; 195 FILE * outfile;
196 SDL_Event event; 196 SDL_Event event;
197 int ret = 0;
197 while(SDL_PollEvent(&event)) { 198 while(SDL_PollEvent(&event)) {
198 switch (event.type) { 199 switch (event.type) {
199 case SDL_KEYDOWN: 200 case SDL_KEYDOWN:
200 switch(event.key.keysym.sym) 201 switch(event.key.keysym.sym)
201 { 202 {
216 fwrite("GST\0\0\0\xE0\x40", 1, 8, outfile); 217 fwrite("GST\0\0\0\xE0\x40", 1, 8, outfile);
217 vdp_save_state(context, outfile); 218 vdp_save_state(context, outfile);
218 fclose(outfile); 219 fclose(outfile);
219 puts("state saved to state.gst"); 220 puts("state saved to state.gst");
220 break; 221 break;
222 case SDLK_u:
223 ret = 1;
224 break;
221 case SDLK_RETURN: 225 case SDLK_RETURN:
222 gamepad_1.input[GAMEPAD_TH0] |= BUTTON_START; 226 gamepad_1.input[GAMEPAD_TH0] |= BUTTON_START;
223 break; 227 break;
224 case SDLK_UP: 228 case SDLK_UP:
225 gamepad_1.input[GAMEPAD_TH0] |= DPAD_UP; 229 gamepad_1.input[GAMEPAD_TH0] |= DPAD_UP;
334 fflush(stdout); 338 fflush(stdout);
335 } 339 }
336 start = last_frame; 340 start = last_frame;
337 frame_counter = 0; 341 frame_counter = 0;
338 }*/ 342 }*/
343 return ret;
339 } 344 }
340 345
341 346