本文整理汇总了C++中sceGuFinish函数的典型用法代码示例。如果您正苦于以下问题:C++ sceGuFinish函数的具体用法?C++ sceGuFinish怎么用?C++ sceGuFinish使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了sceGuFinish函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。
示例1: main
extern "C" int main(int argc, char *argv[]) {
init();
checkpointNext("Nearest, clamp:");
sceGuStart(GU_DIRECT, list);
sceGuTexFilter(GU_NEAREST, GU_NEAREST);
sceGuTexWrap(GU_CLAMP, GU_CLAMP);
sceGuFinish();
sceGuSync(0, 0);
drawInterTransfer();
checkpointNext("Linear, clamp:");
sceGuStart(GU_DIRECT, list);
sceGuTexFilter(GU_LINEAR, GU_LINEAR);
sceGuTexWrap(GU_CLAMP, GU_CLAMP);
sceGuFinish();
sceGuSync(0, 0);
drawInterTransfer();
checkpointNext("Nearest, wrap:");
sceGuStart(GU_DIRECT, list);
sceGuTexFilter(GU_NEAREST, GU_NEAREST);
sceGuTexWrap(GU_REPEAT, GU_REPEAT);
sceGuFinish();
sceGuSync(0, 0);
drawInterTransfer();
checkpointNext("Linear, wrap:");
sceGuStart(GU_DIRECT, list);
sceGuTexFilter(GU_LINEAR, GU_LINEAR);
sceGuTexWrap(GU_REPEAT, GU_REPEAT);
sceGuFinish();
sceGuSync(0, 0);
drawInterTransfer();
drawIntraTransfer();
drawUploadTransfer();
sceGuTerm();
return 0;
}
开发者ID:KentuckyCompass,项目名称:pspautotests,代码行数:49,代码来源:copy.cpp
示例2: _gInit
void _gInit()
{
// Init & setup GU
sceGuInit();
sceGuStart(GU_DIRECT,list);
sceGuDrawBuffer(GU_PSM_8888,(void*)FRAMEBUFFER_SIZE,PSP_LINE_SIZE);
sceGuDispBuffer(G_SCR_W,G_SCR_H,(void*)0,PSP_LINE_SIZE);
sceGuDepthBuffer((void*)(FRAMEBUFFER_SIZE*2),PSP_LINE_SIZE);
sceGuOffset(2048-(G_SCR_W/2),2048-(G_SCR_H/2));
sceGuViewport(2048,2048,G_SCR_W,G_SCR_H);
gResetScissor();
sceGuDepthRange(65535,0);
sceGuClearDepth(65535);
sceGuAlphaFunc(GU_GREATER,0,0xff);
sceGuDepthFunc(GU_LEQUAL);
sceGuBlendFunc(GU_ADD,GU_SRC_ALPHA,GU_ONE_MINUS_SRC_ALPHA,0,0);
sceGuTexFunc(GU_TFX_MODULATE,GU_TCC_RGBA);
sceGuTexFilter(GU_LINEAR,GU_LINEAR);
sceGuShadeModel(GU_FLAT);
sceGuDisable(GU_CULL_FACE);
sceGuDisable(GU_CLIP_PLANES);
sceGuDisable(GU_DITHER);
sceGuEnable(GU_ALPHA_TEST);
sceGuEnable(GU_SCISSOR_TEST);
sceGuFinish();
sceGuSync(0,0);
sceDisplayWaitVblankStart();
sceGuDisplay(GU_TRUE);
init = G_TRUE;
}
开发者ID:libcg,项目名称:PSP_Bot,代码行数:35,代码来源:glib2d.c
示例3: psp_init
void psp_init(void)
{
SceUID thid;
char buff[128], *r;
/* fw 1.5 sometimes returns 8002032c, although getcwd works */
r = getcwd(buff, sizeof(buff));
if (r) sceIoChdir(buff);
main_thread_id = sceKernelGetThreadId();
lprintf("running on %08x kernel\n", sceKernelDevkitVersion()),
lprintf("entered psp_init, threadId %08x, priority %i\n", main_thread_id,
sceKernelGetThreadCurrentPriority());
thid = sceKernelCreateThread("update_thread", callback_thread, 0x11, 0xFA0, 0, NULL);
if (thid >= 0)
{
sceKernelStartThread(thid, 0, 0);
}
/* video */
sceDisplaySetMode(0, 480, 272);
sceDisplaySetFrameBuf(VRAM_FB1, 512, PSP_DISPLAY_PIXEL_FORMAT_565, PSP_DISPLAY_SETBUF_NEXTFRAME);
current_screen = 1;
psp_screen = VRAM_FB0;
/* gu */
sceGuInit();
sceGuStart(GU_DIRECT, guCmdList);
sceGuDrawBuffer(GU_PSM_5650, (void *)VRAMOFFS_FB0, 512);
sceGuDispBuffer(480, 272, (void *)VRAMOFFS_FB1, 512); // don't care
sceGuClear(GU_COLOR_BUFFER_BIT | GU_DEPTH_BUFFER_BIT);
sceGuDepthBuffer((void *)VRAMOFFS_DEPTH, 512);
sceGuOffset(2048 - (480 / 2), 2048 - (272 / 2));
sceGuViewport(2048, 2048, 480, 272);
sceGuDepthRange(0xc350, 0x2710);
sceGuScissor(0, 0, 480, 272);
sceGuEnable(GU_SCISSOR_TEST);
sceGuDepthMask(0xffff);
sceGuDisable(GU_DEPTH_TEST);
sceGuFrontFace(GU_CW);
sceGuEnable(GU_TEXTURE_2D);
sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGB);
sceGuAmbientColor(0xffffffff);
sceGuColor(0xffffffff);
sceGuFinish();
sceGuSync(0, 0);
sceDisplayWaitVblankStart();
sceGuDisplay(GU_TRUE);
/* input */
sceCtrlSetSamplingCycle(0);
sceCtrlSetSamplingMode(PSP_CTRL_MODE_ANALOG);
}
开发者ID:DSJim,项目名称:genesis4iphone,代码行数:60,代码来源:psp.c
示例4: nextBoxHasColor
void nextBoxHasColor(int *x, int *y, HasColorMode mode)
{
VertexColor *sendVertices = mode & HASCOLOR_RGBA_TRANSPARENT ? transparentColorVertices : colorVertices;
sendVertices[0].x = *x;
sendVertices[0].y = *y;
sendVertices[1].x = *x + 40;
sendVertices[1].y = *y + 20;
*x += 47;
if (*x >= 470) {
*x = 10;
*y += 26;
}
sceKernelDcacheWritebackRange(sendVertices, sizeof(colorVertices));
sceGuEnable(GU_TEXTURE_2D);
sceGuTexMode(GU_PSM_T8, 0, 0, GU_FALSE);
sceGuTexFunc(GU_TFX_DECAL, mode & HASCOLOR_RGB ? GU_TCC_RGB : GU_TCC_RGBA);
sceGuTexImage(0, 4, 4, 16, imageData);
sceGuDrawArray(GU_SPRITES, GU_COLOR_8888 | GU_TEXTURE_16BIT | GU_VERTEX_16BIT | GU_TRANSFORM_2D, 2, NULL, sendVertices);
sceGuFinish();
sceGuSync(GU_SYNC_LIST, GU_SYNC_WHAT_DONE);
sceGuSync(0, 0);
sceGuStart(GU_DIRECT, list);
}
开发者ID:KentuckyCompass,项目名称:pspautotests,代码行数:26,代码来源:material.c
示例5: vidgu_init
void vidgu_init()
{
g_pBlitBuff = (unsigned short *)(0x40000000 | (unsigned int)&g_BlitBuff);
sceGuInit();
// setup
sceGuStart(GU_DIRECT,list);
sceGuDrawBuffer(GU_PSM_5650,(void*)0,512);
sceGuDispBuffer(480,272,(void*)0x88000,512);
sceGuDepthBuffer((void*)0x110000,512);
sceGuOffset(2048 - (480/2),2048 - (272/2));
sceGuViewport(2048,2048,480,272);
sceGuDepthRange(0xc350,0x2710);
sceGuScissor(0,0,480,272);
sceGuEnable(GU_SCISSOR_TEST);
sceGuFrontFace(GU_CW);
sceGuEnable(GU_TEXTURE_2D);
sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);
sceGuFinish();
sceGuSync(0,0);
sceDisplayWaitVblankStart();
sceGuDisplay(1);
}
开发者ID:CatalystG,项目名称:fba-libretro,代码行数:27,代码来源:vid_psp.c
示例6: vidgu_render_nostretch
void vidgu_render_nostretch(int sx, int sy, int sw, int sh, int dx, int dy, int dw, int dh)
{
int start, end;
sceGuStart(GU_DIRECT,list);
sceGuTexMode(GU_PSM_5650,0,0,0); // 16-bit RGBA
sceGuTexImage(0,512,512,512,g_pBlitBuff); // setup texture as a 256x256 texture
//sceKernelDcacheWritebackAll();
sceGuTexFunc(GU_TFX_REPLACE,GU_TCC_RGBA); // don't get influenced by any vertex colors
sceGuTexFilter(GU_NEAREST,GU_NEAREST); // point-filtered sampling
for (start = sx, end = sx+sw; start < end; start += SLICE_SIZE, dx += SLICE_SIZE)
{
struct Vertex* vertices = (struct Vertex*)sceGuGetMemory(2 * sizeof(struct Vertex));
int width = (start + SLICE_SIZE) < end ? SLICE_SIZE : end-start;
vertices[0].u = start; vertices[0].v = sy;
vertices[0].color = 0;
vertices[0].x = dx; vertices[0].y = dy; vertices[0].z = 0;
vertices[1].u = start + width; vertices[1].v = sy + sh;
vertices[1].color = 0;
vertices[1].x = dx + width; vertices[1].y = dy + sh; vertices[1].z = 0;
sceGuDrawArray(GU_SPRITES,GU_TEXTURE_16BIT|GU_COLOR_5650|GU_VERTEX_16BIT|GU_TRANSFORM_2D,2,0,vertices);
}
sceGuFinish();
sceGuSync(0,0);
sceDisplayWaitVblankStart();
sceGuSwapBuffers();
//sceGuSwapBuffers();
}
开发者ID:CatalystG,项目名称:fba-libretro,代码行数:31,代码来源:vid_psp.c
示例7: setupGu
void setupGu(void)
{
sceGuInit();
sceGuStart(GU_DIRECT, list);
sceGuDrawBuffer(GU_PSM_8888, 0, BUF_WIDTH);
sceGuDispBuffer(SCR_WIDTH, SCR_HEIGHT, (void*)0x88000, BUF_WIDTH);
sceGuDepthBuffer((void*)0x110000, BUF_WIDTH);
sceGuOffset(0, 0);
sceGuScissor(0, 0, SCR_WIDTH, SCR_HEIGHT);
sceGuEnable(GU_SCISSOR_TEST);
sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
sceGuEnable(GU_BLEND);
//sceGuTexFunc(GU_TFX_MODULATE, GU_TCC_RGBA);
//sceGuTexFilter(GU_LINEAR_MIPMAP_LINEAR, GU_NEAREST);
//sceGuTexWrap(GU_REPEAT, GU_REPEAT);
sceGuClearColor(0);
sceGuClearDepth(0);
sceGuClearStencil(0);
sceGuFinish();
sceGuSync(0, 0);
sceDisplayWaitVblankStart();
sceGuDisplay(GU_TRUE);
}
开发者ID:CDragu,项目名称:pspsdk,代码行数:31,代码来源:main.c
示例8: psp_init
void psp_init() {
SetupCallbacks();
sceGuInit();
//sceGuStart(GU_DIRECT,list);
//sceGuDrawBuffer(GU_PSM_5650,(void*)0,512);
//sceGuDispBuffer(SCR_WIDTH,SCR_HEIGHT,(void*)0x44000,512);
//sceGuViewport(0,0,SCR_WIDTH,SCR_HEIGHT);
//sceGuScissor(0,0,SCR_WIDTH,SCR_HEIGHT);
//sceGuEnable(GU_SCISSOR_TEST);
//sceGuFrontFace(GU_CW);
//sceGuShadeModel(GU_SMOOTH);
//sceGuEnable(GU_CULL_FACE);
//sceGuEnable(GU_TEXTURE_2D);
//sceGuFinish();
//sceGuSync(0,0);
//sceGuDisplay(GU_TRUE);
sceGuStart(GU_DIRECT,list);
sceGuDrawBuffer(GU_PSM_5650,(void*)0,512);
sceGuDispBuffer(SCR_WIDTH,SCR_HEIGHT,(void*)0x44000,512);
//sceGuViewport(0,0,SCR_WIDTH,SCR_HEIGHT);
//sceGuScissor(0,0,SCR_WIDTH,SCR_HEIGHT);
//sceGuEnable(GU_SCISSOR_TEST);
//sceGuFrontFace(GU_CW);
//sceGuShadeModel(GU_SMOOTH);
//sceGuEnable(GU_CULL_FACE);
//sceGuEnable(GU_TEXTURE_2D);
sceGuFinish();
sceGuSync(0,0);
sceGuDisplay(GU_TRUE);
}
开发者ID:Bananattack,项目名称:verge3,代码行数:35,代码来源:psp.cpp
示例9: draw
void draw()
{
sceGuStart(GU_DIRECT, list);
sceGuClear(GU_COLOR_BUFFER_BIT|GU_STENCIL_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);
sceGuFinish();
sceGuSync(0, 0);
}
开发者ID:CDragu,项目名称:pspsdk,代码行数:7,代码来源:main.c
示例10: StopRendering
void StopRendering()
{
sceGumLoadIdentity();
sceGuFinish();
sceGuSync(SCEGU_SYNC_FINISH, SCEGU_SYNC_WAIT);
//printf("FrontEnd::StopRendering\n");
}
开发者ID:2PersonGames,项目名称:3D-GameOfLife-PSP,代码行数:7,代码来源:FrontEnd.c
示例11: DEBUG_ENTER_FUNC
void MasterGuRenderer::guInit() {
DEBUG_ENTER_FUNC();
sceGuInit();
sceGuStart(0, _displayList);
guProgramDisplayBufferSizes();
sceGuOffset(2048 - (PSP_SCREEN_WIDTH / 2), 2048 - (PSP_SCREEN_HEIGHT / 2));
sceGuViewport(2048, 2048, PSP_SCREEN_WIDTH, PSP_SCREEN_HEIGHT);
sceGuDepthRange(0xC350, 0x2710);
sceGuDisable(GU_DEPTH_TEST); // We'll use depth buffer area
sceGuDepthMask(GU_TRUE); // Prevent writes to depth buffer
sceGuScissor(0, 0, PSP_SCREEN_WIDTH, PSP_SCREEN_HEIGHT);
sceGuEnable(GU_SCISSOR_TEST);
sceGuFrontFace(GU_CW);
sceGuEnable(GU_TEXTURE_2D);
sceGuClear(GU_COLOR_BUFFER_BIT | GU_DEPTH_BUFFER_BIT);
sceGuFinish();
sceGuSync(0, 0);
sceDisplayWaitVblankStart();
sceGuDisplay(1);
}
开发者ID:danzat,项目名称:scummvm,代码行数:25,代码来源:display_manager.cpp
示例12: drawUploadTransfer
void drawUploadTransfer() {
sceDisplaySetMode(0, SCR_WIDTH, SCR_HEIGHT);
sceGuStart(GU_DIRECT, list);
sceGuTexFilter(GU_LINEAR, GU_LINEAR);
sceGuFinish();
sceGuSync(0, 0);
// This time, we only need one buffer.
switchBuf(0, GU_PSM_8888);
drawTexFlush(2, 2, 16, GU_PSM_T8, imageData, clutAddOne, vertices1);
sceDisplayWaitVblank();
// Okay, let's draw a totally different pattern in memory.
for (int y = 0; y < 272; ++y) {
for (int x = 0; x < 512; ++x) {
copybuf[y * 512 + x] = (x & 1) + (y & 1);
}
}
sceKernelDcacheWritebackInvalidateAll();
sceDmacMemcpy(getBufAddr(0), copybuf, sizeof(copybuf));
sceKernelDcacheWritebackInvalidateAll();
// Now download should display out pattern.
displayBuffer("Pattern");
}
开发者ID:KentuckyCompass,项目名称:pspautotests,代码行数:27,代码来源:copy.cpp
示例13: testBlendFunc
void testBlendFunc(const char *title, u32 prev, u32 c, int op, int src, int dst, u32 fixa, u32 fixb) {
for (size_t i = 0; i < sizeof(copybuf) / 4; ++i) {
copybuf[i] = prev;
}
sceKernelDcacheWritebackInvalidateAll();
sceDmacMemcpy(sceGeEdramGetAddr(), copybuf, sizeof(copybuf));
sceKernelDcacheWritebackInvalidateAll();
sceGuStart(GU_DIRECT, list);
sceGuEnable(GU_BLEND);
sceGuBlendFunc(op, src, dst, fixa, fixb);
sceGuEnable(GU_STENCIL_TEST);
sceGuStencilFunc(GU_ALWAYS, 0xAA, 0xFF);
sceGuStencilOp(GU_REPLACE, GU_REPLACE, GU_REPLACE);
drawBoxCommands(c);
sceGuFinish();
sceGuSync(GU_SYNC_WAIT, GU_SYNC_WHAT_DONE);
displayBuffer(title);
sceGuDisable(GU_BLEND);
}
开发者ID:KentuckyCompass,项目名称:pspautotests,代码行数:26,代码来源:blend.cpp
示例14: Red3dFlipGuBuffer
void Red3dFlipGuBuffer()
{
sceGuFinish();
sceGuSync(0,0);
sceDisplayWaitVblankStart();
framebuffer = sceGuSwapBuffers();
dispBufferNumber ^= 1;
Red3dSetupScreen();
}
开发者ID:RedHate,项目名称:Red3d,代码行数:9,代码来源:Red3dGuInit.c
示例15: psp_set_texture_frame
static void psp_set_texture_frame(void *data, const void *frame, bool rgb32,
unsigned width, unsigned height, float alpha)
{
psp1_video_t *psp = (psp1_video_t*)data;
(void) rgb32;
(void) alpha;
#ifdef DEBUG
/* psp->menu.frame buffer size is (480 * 272)*2 Bytes */
rarch_assert((width*height) < (480 * 272));
#endif
psp_set_screen_coords(psp->menu.frame_coords, 0, 0,
SCEGU_SCR_WIDTH, SCEGU_SCR_HEIGHT, 0);
psp_set_tex_coords(psp->menu.frame_coords, width, height);
sceKernelDcacheWritebackRange(frame, width * height * 2);
sceGuStart(GU_DIRECT, psp->main_dList);
sceGuCopyImage(GU_PSM_4444, 0, 0, width, height, width,
(void*)frame, 0, 0, width, psp->menu.frame);
sceGuFinish();
sceGuStart(GU_SEND, psp->menu.dList);
sceGuTexMode(GU_PSM_4444, 0, 0, GU_FALSE);
sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGB);
sceGuTexFilter(GU_LINEAR, GU_LINEAR);
sceGuTexImage(0, next_pow2(width), next_pow2(height), width, psp->menu.frame);
sceGuEnable(GU_BLEND);
#if 0
/* default blending */
sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
#endif
sceGuBlendFunc(GU_ADD, GU_FIX, GU_FIX, 0xF0F0F0F0, 0x0F0F0F0F);
;
sceGuDrawArray(GU_SPRITES, GU_TEXTURE_32BITF | GU_VERTEX_32BITF |
GU_TRANSFORM_2D, PSP_FRAME_VERTEX_COUNT, NULL,
psp->menu.frame_coords);
sceGuFinish();
}
开发者ID:maddox,项目名称:RetroArch,代码行数:43,代码来源:psp1_gfx.c
示例16: MFRenderer_EndFramePlatformSpecific
void MFRenderer_EndFramePlatformSpecific()
{
MFCALLSTACK;
sceGuFinish();
sceGuSync(0, 0);
sceDisplayWaitVblankStart();
sceGuSwapBuffers();
}
开发者ID:TurkeyMan,项目名称:fuji,代码行数:10,代码来源:MFRenderer_PSP.cpp
示例17: gFlip
void gFlip(bool use_vsync)
{
if (scissor) gResetScissor();
sceGuFinish();
sceGuSync(0,0);
if (use_vsync) sceDisplayWaitVblankStart();
sceGuSwapBuffers();
start = G_FALSE;
}
开发者ID:libcg,项目名称:PSP_Bot,代码行数:11,代码来源:glib2d.c
示例18: switchBuf
void switchBuf(int i, int fmt) {
int off = (i * 512 * 272 * 4);
void *p = (void *)off;
drawbuf = (u32 *)getBufAddr(i);
sceGuStart(GU_DIRECT, list);
sceGuDrawBuffer(fmt, p, BUF_WIDTH);
sceGuDispBuffer(SCR_WIDTH, SCR_HEIGHT, p, BUF_WIDTH);
sceGuFinish();
sceGuSync(0, 0);
}
开发者ID:KentuckyCompass,项目名称:pspautotests,代码行数:11,代码来源:copy.cpp
示例19: vidgu_render
void vidgu_render(int sx, int sy, int sw,int sh,int dx, int dy, int dw,int dh)
{
unsigned int j,cx,cy;
struct Vertex* vertices;
cx=(480-dw)/2;
cy=(272-dh)/2;
sceGuStart(GU_DIRECT,list);
sceGuTexMode(GU_PSM_5650,0,0,0); // 16-bit RGBA
sceGuTexImage(0,512,512,512,g_pBlitBuff); // setup texture as a 256x256 texture
//sceKernelDcacheWritebackAll();
sceGuTexFunc(GU_TFX_REPLACE,GU_TCC_RGBA); // don't get influenced by any vertex colors
sceGuTexFilter(GU_LINEAR,GU_LINEAR); // point-filtered sampling
int start, end;
float ustart = (float)sx;
float ustep = (float)sw / (float)(dw / SLICE_SIZE);
// blit maximizing the use of the texture-cache
for (start = sx, end = sx+dw; start < end; start += SLICE_SIZE, dx += SLICE_SIZE)
{
struct Vertex* vertices = (struct Vertex*)sceGuGetMemory(2 * sizeof(struct Vertex));
int width = (start + SLICE_SIZE) < end ? SLICE_SIZE : end-start;
vertices[0].u = ustart;
vertices[0].v = (float)sy;
vertices[0].color = 0;
vertices[0].x = dx;
vertices[0].y = dy;
vertices[0].z = 0;
vertices[1].u = ustart + ustep;
vertices[1].v = (float)(sy + sh);
vertices[1].color = 0;
vertices[1].x = dx + width;
vertices[1].y = dy + dh;
vertices[1].z = 0;
sceGuDrawArray(GU_SPRITES,GU_TEXTURE_16BIT|GU_COLOR_5650|GU_VERTEX_16BIT|GU_TRANSFORM_2D,2,0,vertices);
ustart += ustep;
}
sceGuFinish();
sceGuSync(0,0);
sceDisplayWaitVblankStart();
sceGuSwapBuffers();
}
开发者ID:CatalystG,项目名称:fba-libretro,代码行数:51,代码来源:vid_psp.c
示例20: oslDrawDialog
void oslDrawDialog()
{
if (dialogType == OSL_DIALOG_MESSAGE || dialogType == OSL_DIALOG_ERROR){
switch(sceUtilityMsgDialogGetStatus()) {
case PSP_UTILITY_DIALOG_INIT:
case PSP_UTILITY_DIALOG_VISIBLE:
sceGuFinish();
sceGuSync(0,0);
sceUtilityMsgDialogUpdate(1);
sceGuStart(GU_DIRECT, osl_list);
oslSetAlpha(OSL_FX_RGBA, 0xff);
break;
case PSP_UTILITY_DIALOG_QUIT:
sceUtilityMsgDialogShutdownStart();
break;
case PSP_UTILITY_DIALOG_NONE:
break;
}
}else if (dialogType == OSL_DIALOG_NETCONF){
switch(sceUtilityNetconfGetStatus()){
case PSP_UTILITY_DIALOG_INIT:
case PSP_UTILITY_DIALOG_VISIBLE:
sceGuFinish();
sceGuSync(0,0);
sceUtilityNetconfUpdate(1);
sceGuStart(GU_DIRECT, osl_list);
oslSetAlpha(OSL_FX_RGBA, 0xff);
break;
case PSP_UTILITY_DIALOG_QUIT:
sceUtilityNetconfShutdownStart();
break;
case PSP_UTILITY_DIALOG_NONE:
case PSP_UTILITY_DIALOG_FINISHED:
break;
}
}
}
开发者ID:DavisDev,项目名称:oslib-mod,代码行数:37,代码来源:dialog.c
注:本文中的sceGuFinish函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
请发表评论