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a831e584af
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a831e584af | ||
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70ffd01a61 |
@ -13,10 +13,85 @@
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#else
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#else
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#include <SDL_opengl.h>
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#include <SDL_opengl.h>
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#endif
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#endif
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#include <string>
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extern "C" {
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#include "dmg.h"
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#include "cpu.h"
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#include "rom.h"
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#include "lcd.h"
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}
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static const char *A_FORMAT = "A: 0x%02x";
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static const char *B_FORMAT = "B: 0x%02x";
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static const char *C_FORMAT = "C: 0x%02x";
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static const char *D_FORMAT = "D: 0x%02x";
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static const char *E_FORMAT = "E: 0x%02x";
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static const char *H_FORMAT = "H: 0x%02x";
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static const char *L_FORMAT = "L: 0x%02x";
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static const char *SP_FORMAT = "SP: 0x%02x";
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static const char *PC_FORMAT = "PC: 0x%02x";
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GLuint make_output_texture() {
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GLuint image_texture;
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glGenTextures(1, &image_texture);
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glBindTexture(GL_TEXTURE_2D, image_texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // This is required on WebGL for non power-of-two textures
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Same
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return image_texture;
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}
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unsigned char output_image[160 * 144 * 4];
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void convert_output(struct lcd *lcd) {
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int x, y;
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int out_index = 0;
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for (y = 0; y < 144; y++) {
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for (x = 0; x < 160; x++) {
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int val = lcd->pixels[y * 160 + x];
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int fill = val ? 255 : 0;
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output_image[out_index++] = val;
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output_image[out_index++] = val;
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output_image[out_index++] = val;
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output_image[out_index++] = 255;
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}
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}
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}
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// Main code
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// Main code
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int main(int, char**)
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int main(int argc, char *argv[])
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{
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{
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struct cpu cpu;
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struct rom rom;
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struct dmg dmg;
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struct lcd lcd;
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int executed;
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if (argc < 2) {
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printf("no rom specified\n");
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return 1;
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}
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if (!rom_load(&rom, argv[1])) {
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printf("error loading rom\n");
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return 1;
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}
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lcd_new(&lcd);
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// this might be too much abstraction but it'll let me
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// test the cpu, rom, and dmg independently and use the cpu
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// for other non-GB stuff
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dmg_new(&dmg, &cpu, &rom, &lcd);
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cpu_bind_mem_model(&cpu, &dmg, dmg_read, dmg_write);
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cpu.pc = 0x100;
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// Setup SDL
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// Setup SDL
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// (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
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// (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
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// depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
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// depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
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@ -55,7 +130,7 @@ int main(int, char**)
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
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SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
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SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
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SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
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SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 640, 480, window_flags);
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SDL_GLContext gl_context = SDL_GL_CreateContext(window);
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SDL_GLContext gl_context = SDL_GL_CreateContext(window);
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SDL_GL_MakeCurrent(window, gl_context);
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SDL_GL_MakeCurrent(window, gl_context);
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SDL_GL_SetSwapInterval(1); // Enable vsync
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SDL_GL_SetSwapInterval(1); // Enable vsync
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@ -64,7 +139,7 @@ int main(int, char**)
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IMGUI_CHECKVERSION();
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup Dear ImGui style
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// Setup Dear ImGui style
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@ -75,26 +150,17 @@ int main(int, char**)
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ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
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ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
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ImGui_ImplOpenGL3_Init(glsl_version);
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ImGui_ImplOpenGL3_Init(glsl_version);
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// Load Fonts
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// setup output
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// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
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GLuint texture = make_output_texture();
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
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// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
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// - Read 'docs/FONTS.md' for more instructions and details.
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// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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//io.Fonts->AddFontDefault();
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
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//IM_ASSERT(font != NULL);
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// Our state
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// Our state
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bool show_demo_window = true;
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bool show_another_window = false;
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ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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bool z_flag = false;
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bool n_flag = false;
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bool h_flag = false;
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bool c_flag = false;
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// Main loop
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// Main loop
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bool done = false;
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bool done = false;
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while (!done)
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while (!done)
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@ -119,40 +185,46 @@ int main(int, char**)
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ImGui_ImplSDL2_NewFrame();
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ImGui_ImplSDL2_NewFrame();
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ImGui::NewFrame();
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ImGui::NewFrame();
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// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
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dmg_step(&dmg);
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if (show_demo_window)
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ImGui::ShowDemoWindow(&show_demo_window);
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// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
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// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
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{
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{
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static float f = 0.0f;
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ImGui::Begin("State"); // Create a window called "Hello, world!" and append into it.
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static int counter = 0;
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ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
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ImGui::Text(A_FORMAT);
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ImGui::Text(B_FORMAT);
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ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
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ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
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ImGui::Checkbox("Another Window", &show_another_window);
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
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ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
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if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
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counter++;
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ImGui::SameLine();
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ImGui::SameLine();
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ImGui::Text("counter = %d", counter);
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ImGui::Text(C_FORMAT);
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ImGui::Text(D_FORMAT);
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ImGui::SameLine();
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ImGui::Text(E_FORMAT);
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ImGui::Text(H_FORMAT);
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ImGui::SameLine();
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ImGui::Text(L_FORMAT);
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ImGui::Text(SP_FORMAT);
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ImGui::SameLine();
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ImGui::Text(PC_FORMAT);
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ImGui::Checkbox("Z", &z_flag);
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ImGui::SameLine();
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ImGui::Checkbox("N", &n_flag);
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ImGui::SameLine();
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ImGui::Checkbox("H", &h_flag);
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ImGui::SameLine();
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ImGui::Checkbox("C", &c_flag);
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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ImGui::End();
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ImGui::End();
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}
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}
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// 3. Show another simple window.
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if (show_another_window)
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{
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{
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ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
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ImGui::Begin("Output");
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ImGui::Text("Hello from another window!");
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if (ImGui::Button("Close Me"))
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convert_output(dmg.lcd);
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show_another_window = false;
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 160, 144, 0, GL_RGBA, GL_UNSIGNED_BYTE, output_image);
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ImGui::Image((void*)(intptr_t) texture, ImVec2(160, 144));
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ImGui::End();
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ImGui::End();
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}
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}
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@ -165,6 +237,8 @@ int main(int, char**)
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SDL_GL_SwapWindow(window);
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SDL_GL_SwapWindow(window);
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}
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}
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rom_free(&rom);
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// Cleanup
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// Cleanup
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplSDL2_Shutdown();
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ImGui_ImplSDL2_Shutdown();
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