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const, rename a function
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@@ -26,7 +26,7 @@
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class GraphicsContext;
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// For platforms that don't call Core_Run
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// For platforms that don't call Run
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void Core_SetGraphicsContext(GraphicsContext *ctx);
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// Returns false when an UI exit state is detected.
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@@ -100,7 +100,7 @@ protected:
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u32 buf_pointer_ = 0;
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int last_used_ = 0;
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bool Matches(u32 bufpos) {
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bool Matches(u32 bufpos) const {
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// We check psp_pointer_ because bufpos = 0 is valid, and the initial value.
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return buf_pointer_ == bufpos && psp_pointer_ != 0;
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}
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@@ -130,12 +130,12 @@ protected:
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u32 buf_pointer_ = 0;
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u32 size_ = 0;
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bool Matches(u32 bufpos, u32 sz) {
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bool Matches(u32 bufpos, u32 sz) const {
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// We check psp_pointer_ because bufpos = 0 is valid, and the initial value.
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return buf_pointer_ == bufpos && psp_pointer_ != 0 && size_ >= sz;
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}
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u32 Ptr() {
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u32 Ptr() const {
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return psp_pointer_;
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}
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@@ -75,7 +75,7 @@ bool MainThread_Ready() {
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return g_inLoop;
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}
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static bool Core_Run(GraphicsContext *ctx) {
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static bool Run(GraphicsContext *ctx) {
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System_Notify(SystemNotification::DISASSEMBLY);
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while (true) {
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if (GetUIState() != UISTATE_INGAME) {
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@@ -127,11 +127,11 @@ static void EmuThreadFunc(GraphicsContext *graphicsContext) {
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NativeInitGraphics(graphicsContext);
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while (emuThreadState != (int)EmuThreadState::QUIT_REQUESTED) {
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// We're here again, so the game quit. Restart Core_Run() which controls the UI.
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// We're here again, so the game quit. Restart Run() which controls the UI.
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// This way they can load a new game.
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if (!Core_IsActive())
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UpdateUIState(UISTATE_MENU);
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if (!Core_Run(g_graphicsContext)) {
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if (!Run(g_graphicsContext)) {
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emuThreadState = (int)EmuThreadState::QUIT_REQUESTED;
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}
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}
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@@ -338,11 +338,11 @@ void MainThreadFunc() {
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}
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} else {
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while (GetUIState() != UISTATE_EXIT) { // && GetUIState() != UISTATE_EXCEPTION
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// We're here again, so the game quit. Restart Core_Run() which controls the UI.
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// We're here again, so the game quit. Restart Run() which controls the UI.
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// This way they can load a new game.
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if (!Core_IsActive())
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UpdateUIState(UISTATE_MENU);
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Core_Run(g_graphicsContext);
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Run(g_graphicsContext);
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if (coreState == CORE_BOOT_ERROR) {
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break;
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}
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@@ -351,7 +351,7 @@ void MainThreadFunc() {
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Core_Stop();
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if (!useEmuThread) {
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// Process the shutdown. Without this, non-GL delays 800ms on shutdown.
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Core_Run(g_graphicsContext);
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Run(g_graphicsContext);
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}
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Core_WaitInactive();
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