mirror of
https://github.com/isledecomp/isle-portable.git
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* add psvita to cmake * no PIE for vita * add modules to vpk * use custom pvr apphint * select correct renderer for sdl renderer * patch sdl3 shaders, got something on screen! * use proper cmake patch for sdl * add missing module * remove test window which causes a bug in the vita sdl port to show up * add gxm renderer (not working with display yet) * avoid sdl renderer for vita, seems broken * make gxm renderer work with new d3drm * fix rendering somewhat, some geometry shows up * support paletted textures directly to avoid copying the texture twice * fix Draw2DImage * make 3d work, broken lights * clean up a bit * fix normals matrix * remove some unneeded changes * forgot env var * wrong env dest * run clang format * correct texture address mode, use tlsf instead of sceClibMspace * double buffered uniforms seem to work now * missed a line * update GXMRenderer_EnumDevice * hopefully actually fix uniform buffers * run clang-format * remove a change thats not needed * improve fragment shader performance * add vita to dist folder * add base for vita config app * add config self to vpk * transform touch events to virtual size * add livearea graphics * Update cmake file to include livearea assets * put manual in the right place * add sample rco * add messagebox on vita * triple buffer textures because fences arent a thing on vita and making draw&cpu sync would be too slow * make config app not crash on launch * change defaults * update gxm renderer with interface changes * split 2d and 3d shaders completely * update gxm renderer * fix transition on gxm * clang format * move config cmake * move CONFIG_vita * always clear before drawing 2d image * hopefully fix windows build * clang-format fix broken includes * order again * undo moving qt cmake to its own list * move uic search path * use ifdefs for all d3drm backends, cpack to generate vpk * cmake wrong escape * small cleanups in gxm renderer * defer texture delete to avoid overwriting the texture during a frame * clang-format * more of the layout for config * remove top buttons * use SceAppSettings instead of custom ui * use select for back to info center on vita, to make screenshots possible again * remove accidentally left in add_subdirectory * adjust diskpath to be like other ports * use vita_create_vpk and not cpack * gxm: msaa support, fix wrong file path * gxm: add mipmaps (disabled) * clang-format * fix open isle.ini with fopen * add missing strings * use iniparser_set not dictionary_set * add default save path to config * load config app after initializing ini on vita * fix config build * change the default disk & cd path, update the paf library * update paf library headers * include orders for clang-format * clean up * make shader compiler not required * move asm language * warn instead of error when shader source is changed when no compiler is found --------- Co-authored-by: Li <li@silica.codes> Co-authored-by: Christian Semmler <mail@csemmler.com>
53 lines
1.4 KiB
C++
53 lines
1.4 KiB
C++
#include "messagebox.h"
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#include "../../miniwin/src/d3drm/backends/gxm/gxm_context.h"
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#include <psp2/common_dialog.h>
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#include <psp2/message_dialog.h>
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bool Vita_ShowSimpleMessageBox(SDL_MessageBoxFlags flags, const char* title, const char* message, SDL_Window* window)
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{
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int ret;
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SceMsgDialogParam param;
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SceMsgDialogUserMessageParam msgParam;
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SceMsgDialogButtonsParam buttonParam;
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SceMsgDialogResult dialog_result;
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SceCommonDialogErrorCode init_result;
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bool setup_minimal_gxm = false;
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SDL_zero(param);
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sceMsgDialogParamInit(¶m);
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param.mode = SCE_MSG_DIALOG_MODE_USER_MSG;
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SDL_zero(msgParam);
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char message_data[0x1000];
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SDL_snprintf(message_data, sizeof(message_data), "%s\r\n\r\n%s", title, message);
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msgParam.msg = (const SceChar8*) message_data;
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msgParam.buttonType = SCE_MSG_DIALOG_BUTTON_TYPE_OK;
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param.userMsgParam = &msgParam;
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if (!gxm) {
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gxm = (GXMContext*) SDL_malloc(sizeof(GXMContext));
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}
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if (ret = gxm->init(SCE_GXM_MULTISAMPLE_NONE); ret < 0) {
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return false;
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}
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init_result = (SceCommonDialogErrorCode) sceMsgDialogInit(¶m);
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if (init_result >= 0) {
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while (sceMsgDialogGetStatus() == SCE_COMMON_DIALOG_STATUS_RUNNING) {
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gxm->clear(0, 0, 0, true);
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gxm->swap_display();
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}
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SDL_zero(dialog_result);
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sceMsgDialogGetResult(&dialog_result);
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sceMsgDialogTerm();
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return dialog_result.buttonId == SCE_MSG_DIALOG_BUTTON_ID_OK;
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}
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else {
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return false;
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}
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return true;
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}
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