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Add simple display of touch joystick azimuth
This commit is contained in:
parent
29282dcac6
commit
c2014e2cde
1
Android/assets/shaders/SolidColor.fsh
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Android/assets/shaders/SolidColor.fsh
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@ -0,0 +1 @@
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../../../src/video/SolidColor.fsh
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Android/assets/shaders/SolidColor.vsh
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Android/assets/shaders/SolidColor.vsh
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../../../src/video/SolidColor.vsh
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@ -110,6 +110,11 @@ void Java_org_deadc0de_apple2ix_Apple2Preferences_nativeSetTouchJoystickVisibili
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joydriver_setShowControls(visibility);
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}
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void Java_org_deadc0de_apple2ix_Apple2Preferences_nativeSetTouchJoystickAzimuthVisibility(JNIEnv *env, jclass cls, jboolean visibility) {
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LOG("visibility: %d", visibility);
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joydriver_setShowAzimuth(visibility);
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}
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jint Java_org_deadc0de_apple2ix_Apple2Preferences_nativeGetCurrentTouchDevice(JNIEnv *env, jclass cls) {
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LOG("%s", "");
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if (joydriver_ownsScreen()) {
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@ -323,6 +323,7 @@ void (*joydriver_beginCalibration)(void) = NULL;
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void (*joydriver_endCalibration)(void) = NULL;
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bool (*joydriver_isCalibrating)(void) = NULL;
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void (*joydriver_setShowControls)(bool showControls) = NULL;
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void (*joydriver_setShowAzimuth)(bool showAzimuth) = NULL;
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void (*joydriver_setKeyRepeatThreshold)(float repeatThresholdSecs) = NULL;
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#endif
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@ -144,6 +144,9 @@ extern bool (*joydriver_isCalibrating)(void);
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// set controls visibility
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extern void (*joydriver_setShowControls)(bool showControls);
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// set azimuth visibility
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extern void (*joydriver_setShowAzimuth)(bool showAzimuth);
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// set key repeat threshold (keypad joystick)
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extern void (*joydriver_setKeyRepeatThreshold)(float repeatThresholdSecs);
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25
src/video/SolidColor.fsh
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src/video/SolidColor.fsh
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#ifdef GL_ES
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precision highp float;
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#endif
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// Declare inputs and outputs
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// gl_FragColor : Implicitly declare in fragments shaders less than 1.40.
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// Output color of our fragment.
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// fragColor : Output color of our fragment. Basically the same as gl_FragColor,
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// but we must explicitly declared this in shaders version 1.40 and
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// above.
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#if __VERSION__ >= 140
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out vec4 fragColor;
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#endif
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#if __VERSION__ >= 140
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#define OUTPUT_RED fragColor = vec4(1.0, 0.0, 0.0, 1.0)
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#else
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#define OUTPUT_RED gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0)
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#endif
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void main(void)
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{
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OUTPUT_RED;
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}
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25
src/video/SolidColor.vsh
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25
src/video/SolidColor.vsh
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@ -0,0 +1,25 @@
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#ifdef GL_ES
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precision highp float;
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#endif
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// Declare our modelViewProjection matrix that we'll compute
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// outside the shader and set each frame
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uniform mat4 modelViewProjectionMatrix;
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// Declare inputs and outputs
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// inPosition : Position attributes from the VAO/VBOs
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// gl_Position : implicitly declared in all vertex shaders. Clip space position
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// passed to rasterizer used to build the triangles
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#if __VERSION__ >= 140
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in vec4 inPosition;
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#else
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attribute vec4 inPosition;
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#endif
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void main(void)
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{
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// Transform the vertex by the model view projection matrix so
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// the polygon shows up in the right place
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gl_Position = modelViewProjectionMatrix * inPosition;
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}
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@ -30,13 +30,13 @@
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#define BUTTON_FB_WIDTH (BUTTON_TEMPLATE_COLS * FONT80_WIDTH_PIXELS)
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#define BUTTON_FB_HEIGHT (BUTTON_TEMPLATE_ROWS * FONT_HEIGHT_PIXELS)
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#define AXIS_OBJ_W 0.3
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#define AXIS_OBJ_H 0.4
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#define AXIS_OBJ_W 0.15
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#define AXIS_OBJ_H 0.2
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#define AXIS_OBJ_HALF_W (AXIS_OBJ_W/2.f)
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#define AXIS_OBJ_HALF_H (AXIS_OBJ_H/2.f)
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#define BUTTON_OBJ_W 0.15
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#define BUTTON_OBJ_H 0.2
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#define BUTTON_OBJ_W 0.075
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#define BUTTON_OBJ_H 0.1
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#define BUTTON_OBJ_HALF_W (BUTTON_OBJ_W/2.f)
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#define BUTTON_OBJ_HALF_H (BUTTON_OBJ_H/2.f)
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@ -72,6 +72,162 @@ static struct {
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// TODO FIXME : support 2-players!
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} touchport = { 0 };
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#define RB_CLASS(CLS, ...) \
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MODEL_CLASS(CLS, \
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GLuint vertShader; \
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GLuint fragShader; \
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GLuint program; \
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GLint uniformMVPIdx;);
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RB_CLASS(GLModelRBJoystick);
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// ----------------------------------------------------------------------------
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// joystick azimuth model
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static void _rb_destroy_model(GLModel *parent) {
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GLModelRBJoystick *azimuthJoystick = (GLModelRBJoystick *)parent->custom;
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if (!azimuthJoystick) {
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return;
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}
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// detach and delete the RB shaders
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// 2015/11/06 NOTE : Tegra 2 for mobile has a bug whereby you cannot detach/delete shaders immediately after
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// creating the program. So we delete them during the shutdown sequence instead.
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// https://code.google.com/p/android/issues/detail?id=61832
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if (azimuthJoystick->program != UNINITIALIZED_GL) {
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glDetachShader(azimuthJoystick->program, azimuthJoystick->vertShader);
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glDetachShader(azimuthJoystick->program, azimuthJoystick->fragShader);
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glDeleteShader(azimuthJoystick->vertShader);
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glDeleteShader(azimuthJoystick->fragShader);
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azimuthJoystick->vertShader = UNINITIALIZED_GL;
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azimuthJoystick->fragShader = UNINITIALIZED_GL;
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glDeleteProgram(azimuthJoystick->program);
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azimuthJoystick->program = UNINITIALIZED_GL;
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}
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FREE(parent->custom);
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}
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static void *_rb_create_model(GLModel *parent) {
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parent->custom = CALLOC(sizeof(GLModelRBJoystick), 1);
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GLModelRBJoystick *azimuthJoystick = (GLModelRBJoystick *)parent->custom;
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if (!azimuthJoystick) {
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return NULL;
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}
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axes.azimuthModelDirty = false;
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// degenerate the quad model into just a single line model ... (should not need to adjust allocated memory size
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// since we should be using less than what was originally allocated)
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parent->primType = GL_LINES;
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parent->numVertices = 2;
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GLsizei posTypeSize = getGLTypeSize(parent->positionType);
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parent->positionArraySize = (parent->positionSize * posTypeSize * parent->numVertices);
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parent->numElements = 2;
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GLsizei eltTypeSize = getGLTypeSize(parent->elementType);
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parent->elementArraySize = (eltTypeSize * parent->numElements);
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azimuthJoystick->vertShader = UNINITIALIZED_GL;
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azimuthJoystick->fragShader = UNINITIALIZED_GL;
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azimuthJoystick->program = UNINITIALIZED_GL;
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azimuthJoystick->uniformMVPIdx = UNINITIALIZED_GL;
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bool err = true;
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demoSource *vtxSource = NULL;
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demoSource *frgSource = NULL;
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do {
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// load/setup specific shaders
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vtxSource = glshader_createSource("SolidColor.vsh");
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if (!vtxSource) {
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ERRLOG("Cannot compile vertex shader for joystick azimuth!");
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break;
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}
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frgSource = glshader_createSource("SolidColor.fsh");
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if (!frgSource) {
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ERRLOG("Cannot compile fragment shader for joystick azimuth!");
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break;
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}
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// Build/use Program
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azimuthJoystick->program = glshader_buildProgram(vtxSource, frgSource, /*withTexcoord:*/false, &azimuthJoystick->vertShader, &azimuthJoystick->fragShader);
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azimuthJoystick->uniformMVPIdx = glGetUniformLocation(azimuthJoystick->program, "modelViewProjectionMatrix");
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if (azimuthJoystick->uniformMVPIdx < 0) {
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LOG("OOPS, no modelViewProjectionMatrix in RB shader : %d", azimuthJoystick->uniformMVPIdx);
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break;
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}
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err = false;
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} while (0);
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GL_ERRLOG("build RB joystick");
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if (vtxSource) {
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glshader_destroySource(vtxSource);
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}
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if (frgSource) {
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glshader_destroySource(frgSource);
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}
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if (err) {
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_rb_destroy_model(parent);
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azimuthJoystick = NULL;
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}
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return azimuthJoystick;
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}
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static void _rb_render(void) {
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GLModelRBJoystick *azimuthJoystick = (GLModelRBJoystick *)axes.azimuthModel->custom;
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// use azimuth (SolidColor) program
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glUseProgram(azimuthJoystick->program);
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glUniformMatrix4fv(azimuthJoystick->uniformMVPIdx, 1, GL_FALSE, mvpIdentity);
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// NOTE : assuming we should just upload new postion data every time ...
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glBindBuffer(GL_ARRAY_BUFFER, axes.azimuthModel->posBufferName);
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glBufferData(GL_ARRAY_BUFFER, axes.azimuthModel->positionArraySize, axes.azimuthModel->positions, GL_DYNAMIC_DRAW);
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// Bind our vertex array object
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#if USE_VAO
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glBindVertexArray(axes.azimuthModel->vaoName);
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#else
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glBindBuffer(GL_ARRAY_BUFFER, axes.azimuthModel->posBufferName);
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GLsizei posTypeSize = getGLTypeSize(axes.azimuthModel->positionType);
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// Set up parmeters for position attribute in the VAO including, size, type, stride, and offset in the currenly
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// bound VAO This also attaches the position VBO to the VAO
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glVertexAttribPointer(POS_ATTRIB_IDX, // What attibute index will this array feed in the vertex shader (see buildProgram)
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axes.azimuthModel->positionSize, // How many elements are there per position?
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axes.azimuthModel->positionType, // What is the type of this data?
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GL_FALSE, // Do we want to normalize this data (0-1 range for fixed-pont types)
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axes.azimuthModel->positionSize*posTypeSize, // What is the stride (i.e. bytes between positions)?
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0); // What is the offset in the VBO to the position data?
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glEnableVertexAttribArray(POS_ATTRIB_IDX);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, axes.azimuthModel->elementBufferName);
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#endif
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// draw it
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glDrawElements(axes.azimuthModel->primType, axes.azimuthModel->numElements, axes.azimuthModel->elementType, 0);
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// back to main framebuffer/quad program
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glUseProgram(mainShaderProgram);
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GL_ERRLOG("RB render");
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}
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// ----------------------------------------------------------------------------
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static void _setup_axis_hud(GLModel *parent) {
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@ -198,7 +354,7 @@ static void gltouchjoy_setup(void) {
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joyglobals.isShuttingDown = false;
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// axis object
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// axis origin object
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axes.model = mdlCreateQuad((GLModelParams_s){
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.skew_x = -1.05,
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@ -223,6 +379,40 @@ static void gltouchjoy_setup(void) {
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return;
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}
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// axis aximuth object
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bool azimuthError = true;
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do {
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axes.azimuthModel = mdlCreateQuad((GLModelParams_s){
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.skew_x = -1.05,
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.skew_y = -1.0,
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.z = MODEL_DEPTH,
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.obj_w = AXIS_OBJ_W,
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.obj_h = AXIS_OBJ_H,
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.positionUsageHint = GL_DYNAMIC_DRAW, // positions can change
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.tex_w = 0,
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.tex_h = 0,
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.texcoordUsageHint = UNINITIALIZED_GL, // no texture data
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}, (GLCustom){
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.create = &_rb_create_model,
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.destroy = &_rb_destroy_model,
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});
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if (!axes.azimuthModel) {
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LOG("gltouchjoy azimuth model initialization problem");
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break;
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}
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if (!axes.azimuthModel->custom) {
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LOG("gltouchjoy azimuth custom model initialization problem");
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break;
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}
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azimuthError = false;
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} while (0);
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if (azimuthError) {
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mdlDestroyModel(&axes.azimuthModel);
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}
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// button object
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buttons.model = mdlCreateQuad((GLModelParams_s){
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@ -318,6 +508,10 @@ static void gltouchjoy_render(void) {
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glhud_renderDefault(axes.model);
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}
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if (joyglobals.showAzimuth && axes.azimuthModelDirty) {
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_rb_render();
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}
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// draw button(s)
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alpha = glhud_getTimedVisibility(buttons.timingBegin, joyglobals.minAlpha, 1.0);
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@ -390,7 +584,7 @@ static inline bool _is_point_on_axis_side(int x, int y) {
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return (x >= touchport.axisX && x <= touchport.axisXMax && y >= touchport.axisY && y <= touchport.axisYMax);
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}
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static inline void _reset_model_position(GLModel *model, float touchX, float touchY, float objHalfW, float objHalfH) {
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static inline void _reset_model_position(GLModel *model, float touchX, float touchY, float objHalfW, float objHalfH, GLModel *azimuthModel) {
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float centerX = 0.f;
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float centerY = 0.f;
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@ -412,13 +606,21 @@ static inline void _reset_model_position(GLModel *model, float touchX, float tou
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quad[8 +1] = centerY+objHalfH;
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quad[12+0] = centerX+objHalfW;
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quad[12+1] = centerY+objHalfH;
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if (azimuthModel) {
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GLfloat *quadRB = (GLfloat *)(azimuthModel->positions);
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quadRB[0 +0] = centerX;
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quadRB[0 +1] = centerY;
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quadRB[4 +0] = centerX;
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quadRB[4 +1] = centerY;
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}
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}
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static inline void _axis_touch_down(int x, int y) {
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axes.centerX = x;
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axes.centerY = y;
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_reset_model_position(axes.model, x, y, AXIS_OBJ_HALF_W, AXIS_OBJ_HALF_H);
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_reset_model_position(axes.model, x, y, AXIS_OBJ_HALF_W, AXIS_OBJ_HALF_H, axes.azimuthModel);
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axes.modelDirty = true;
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TOUCH_JOY_LOG("---TOUCH %sDOWN (axis index %d) center:(%d,%d) -> joy(0x%02X,0x%02X)", (action == TOUCH_DOWN ? "" : "POINTER "), axes.trackingIndex, axes.centerX, axes.centerY, joy_x, joy_y);
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@ -429,7 +631,7 @@ static inline void _button_touch_down(int x, int y) {
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buttons.centerX = x;
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buttons.centerY = y;
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_reset_model_position(buttons.model, x, y, BUTTON_OBJ_HALF_W, BUTTON_OBJ_HALF_H);
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_reset_model_position(buttons.model, x, y, BUTTON_OBJ_HALF_W, BUTTON_OBJ_HALF_H, NULL);
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buttons.modelDirty = true;
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TOUCH_JOY_LOG("---TOUCH %sDOWN (buttons index %d) center:(%d,%d) -> buttons(0x%02X,0x%02X)", (action == TOUCH_DOWN ? "" : "POINTER "), buttons.trackingIndex, buttons.centerX, buttons.centerY, joy_button0, joy_button1);
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@ -437,6 +639,17 @@ static inline void _button_touch_down(int x, int y) {
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}
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static inline void _axis_move(int x, int y) {
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if (joyglobals.showAzimuth) {
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float centerX = 0.f;
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float centerY = 0.f;
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glhud_screenToModel(x, y, touchport.width, touchport.height, ¢erX, ¢erY);
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GLfloat *quadRB = (GLfloat *)axes.azimuthModel->positions;
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quadRB[4 +0] = centerX;
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quadRB[4 +1] = centerY;
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axes.azimuthModelDirty = true;
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};
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x -= axes.centerX;
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y -= axes.centerY;
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TOUCH_JOY_LOG("---TOUCH MOVE ...tracking axis:%d (%d,%d) -> joy(0x%02X,0x%02X)", axes.trackingIndex, x, y, joy_x, joy_y);
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@ -467,6 +680,7 @@ static inline void _axis_touch_up(int x, int y) {
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}
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variant.curr->axisUp(x, y);
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axes.trackingIndex = TRACKING_NONE;
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axes.azimuthModelDirty = false;
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}
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static inline void _button_touch_up(int x, int y) {
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@ -624,6 +838,10 @@ static void gltouchjoy_setShowControls(bool showControls) {
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joyglobals.showControls = showControls;
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}
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static void gltouchjoy_setShowAzimuth(bool showAzimuth) {
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joyglobals.showAzimuth = showAzimuth;
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}
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static void _animation_showTouchJoystick(void) {
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if (!joyglobals.isAvailable) {
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return;
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@ -631,12 +849,12 @@ static void _animation_showTouchJoystick(void) {
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int x = touchport.axisX + ((touchport.axisXMax - touchport.axisX)/2);
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int y = touchport.axisY + ((touchport.axisYMax - touchport.axisY)/2);
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_reset_model_position(axes.model, x, y, AXIS_OBJ_HALF_W, AXIS_OBJ_HALF_H);
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_reset_model_position(axes.model, x, y, AXIS_OBJ_HALF_W, AXIS_OBJ_HALF_H, NULL);
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axes.modelDirty = true;
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x = touchport.buttonX + ((touchport.buttonXMax - touchport.buttonX)/2);
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y = touchport.buttonY + ((touchport.buttonYMax - touchport.buttonY)/2);
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_reset_model_position(buttons.model, x, y, BUTTON_OBJ_HALF_W, BUTTON_OBJ_HALF_H);
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_reset_model_position(buttons.model, x, y, BUTTON_OBJ_HALF_W, BUTTON_OBJ_HALF_H, NULL);
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buttons.modelDirty = true;
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struct timespec now;
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@ -794,6 +1012,7 @@ static void _init_gltouchjoy(void) {
|
||||
joyglobals.isEnabled = true;
|
||||
joyglobals.ownsScreen = true;
|
||||
joyglobals.showControls = true;
|
||||
joyglobals.showAzimuth = true;
|
||||
joyglobals.screenDivider = 0.5f;
|
||||
joyglobals.axisIsOnLeft = true;
|
||||
joyglobals.switchThreshold = BUTTON_SWITCH_THRESHOLD_DEFAULT;
|
||||
@ -806,6 +1025,7 @@ static void _init_gltouchjoy(void) {
|
||||
joydriver_setTouchJoystickOwnsScreen = &gltouchjoy_setTouchJoystickOwnsScreen;
|
||||
joydriver_ownsScreen = &gltouchjoy_ownsScreen;
|
||||
joydriver_setShowControls = &gltouchjoy_setShowControls;
|
||||
joydriver_setShowAzimuth = &gltouchjoy_setShowAzimuth;
|
||||
joydriver_setTouchButtonTypes = &gltouchjoy_setTouchButtonTypes;
|
||||
joydriver_setTouchAxisSensitivity = &gltouchjoy_setTouchAxisSensitivity;
|
||||
joydriver_setButtonSwitchThreshold = &gltouchjoy_setButtonSwitchThreshold;
|
||||
|
@ -33,7 +33,8 @@ typedef struct GLTouchJoyGlobals {
|
||||
bool isCalibrating; // Are we running in calibration mode?
|
||||
bool isEnabled; // Does player want touchjoy enabled?
|
||||
bool ownsScreen; // Does the touchjoy currently own the screen?
|
||||
bool showControls; // Are controls visible
|
||||
bool showControls; // Are controls visible?
|
||||
bool showAzimuth; // Is joystick azimuth shown?
|
||||
float minAlphaWhenOwnsScreen;
|
||||
float minAlpha;
|
||||
float screenDivider;
|
||||
@ -48,9 +49,14 @@ extern GLTouchJoyGlobals joyglobals;
|
||||
|
||||
typedef struct GLTouchJoyAxes {
|
||||
|
||||
// origin model/texture
|
||||
GLModel *model;
|
||||
bool modelDirty;
|
||||
|
||||
// azimuth model
|
||||
GLModel *azimuthModel;
|
||||
bool azimuthModelDirty;
|
||||
|
||||
uint8_t rosetteChars[ROSETTE_ROWS * ROSETTE_COLS];
|
||||
int rosetteScancodes[ROSETTE_ROWS * ROSETTE_COLS];
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user