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game: Migrate from GLFW to SDL2 & attempt to rewrite / simplify display and input code (#2397)
Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
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@@ -89,6 +89,7 @@ int main(int argc, char** argv) {
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bool disable_avx2 = false;
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bool disable_display = false;
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bool enable_debug_vm = false;
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bool enable_profiling = false;
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int port_number = -1;
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fs::path project_path_override;
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std::vector<std::string> game_args;
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@@ -102,6 +103,7 @@ int main(int argc, char** argv) {
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app.add_flag("--no-avx2", verbose_logging, "Disable AVX2 for testing");
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app.add_flag("--no-display", disable_display, "Disable video display");
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app.add_flag("--vm", enable_debug_vm, "Enable debug PS2 VM (defaulted to off)");
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app.add_flag("--profile", enable_profiling, "Enables profiling immediately from startup");
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app.add_option("--proj-path", project_path_override,
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"Specify the location of the 'data/' folder");
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app.footer(game_arg_documentation());
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@@ -115,6 +117,8 @@ int main(int argc, char** argv) {
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return 0;
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}
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prof().set_enable(enable_profiling);
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// Create struct with all non-kmachine handled args to pass to the runtime
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GameLaunchOptions game_options;
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game_options.disable_debug_vm = !enable_debug_vm;
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