예제 #1
0
int KeyboardDevice::UpdateState() {
	float analogX = 0;
	float analogY = 0;
	for (int i = 0; i < sizeof(key_ctrl_map)/sizeof(key_ctrl_map[0]); i += 2) {
		if (!GetAsyncKeyState(key_ctrl_map[i]))
			__CtrlButtonUp(key_ctrl_map[i+1]);
		else {
			__CtrlButtonDown(key_ctrl_map[i+1]);
			switch (key_ctrl_map[i]) {
			case VK_UP:
				analogY -= .8f;
				break;
			case VK_DOWN:
				analogY += .8f;
				break;
			case VK_LEFT:
				analogX -= .8f;
				break;
			case VK_RIGHT:
				analogX += .8f;
				break;
			}
		}
	}
	__CtrlSetAnalog(analogX, analogY);
	return 0;
}
예제 #2
0
파일: EmuScreen.cpp 프로젝트: Almamu/ppsspp
void EmuScreen::update(InputState &input)
{
	if (errorMessage_.size()) {
		screenManager()->push(new ErrorScreen(
			"Error loading file",
			errorMessage_));
		errorMessage_ = "";
		return;
	}

	if (invalid_)
		return;

	// First translate touches into pad input.
	UpdateGamepad(input);
	UpdateInputState(&input);

	// Then translate pad input into PSP pad input.

	static const int mapping[12][2] = {
		{PAD_BUTTON_A, CTRL_CROSS},
		{PAD_BUTTON_B, CTRL_CIRCLE},
		{PAD_BUTTON_X, CTRL_SQUARE},
		{PAD_BUTTON_Y, CTRL_TRIANGLE},
		{PAD_BUTTON_UP, CTRL_UP},
		{PAD_BUTTON_DOWN, CTRL_DOWN},
		{PAD_BUTTON_LEFT, CTRL_LEFT},
		{PAD_BUTTON_RIGHT, CTRL_RIGHT},
		{PAD_BUTTON_LBUMPER, CTRL_LTRIGGER},
		{PAD_BUTTON_RBUMPER, CTRL_RTRIGGER},
		{PAD_BUTTON_START, CTRL_START},
		{PAD_BUTTON_SELECT, CTRL_SELECT},
	};

	for (int i = 0; i < 12; i++) {
		if (input.pad_buttons_down & mapping[i][0]) {
			__CtrlButtonDown(mapping[i][1]);
		}
		if (input.pad_buttons_up & mapping[i][0]) {
			__CtrlButtonUp(mapping[i][1]);
		}
	}
	__CtrlSetAnalog(input.pad_lstick_x, input.pad_lstick_y);

	if (input.pad_buttons_down & (PAD_BUTTON_MENU | PAD_BUTTON_BACK)) {
		if (g_Config.bBufferedRendering)
			fbo_unbind();
		screenManager()->push(new InGameMenuScreen());
	}
}
예제 #3
0
void MainWindow::Update()
{
	emugl->updateGL();

	for (int i = 0; i < controllistCount; i++)
	{
		if (pressedKeys.contains(controllist[i].key) ||
				input_state.pad_buttons_down & controllist[i].emu_id)
			__CtrlButtonDown(controllist[i].psp_id);
		else
			__CtrlButtonUp(controllist[i].psp_id);
	}
	__CtrlSetAnalog(input_state.pad_lstick_x, input_state.pad_lstick_y);

	if (lastUIState != globalUIState) {
		lastUIState = globalUIState;
		UpdateMenus();
	}
}
예제 #4
0
void EmuScreen::update(InputState &input) {
	globalUIState = UISTATE_INGAME;
	if (errorMessage_.size()) {
		screenManager()->push(new ErrorScreen(
			"Error loading file",
			errorMessage_));
		errorMessage_ = "";
		return;
	}

	if (invalid_)
		return;

	// First translate touches into native pad input.
	// Do this no matter the value of g_Config.bShowTouchControls, some people
	// like to use invisible controls...
	// Don't force on platforms that likely don't have a touchscreen, like Win32, OSX, and Linux...
	// TODO: What are good ifdefs for OSX and Linux, without breaking other mobile platforms?
#ifdef _WIN32
	if(g_Config.bShowTouchControls) {
#endif
		UpdateGamepad(input);

		UpdateInputState(&input);
#ifdef _WIN32
	}
#endif

	// Then translate pad input into PSP pad input. Also, add in tilt.
	static const int mapping[12][2] = {
		{PAD_BUTTON_A, CTRL_CROSS},
		{PAD_BUTTON_B, CTRL_CIRCLE},
		{PAD_BUTTON_X, CTRL_SQUARE},
		{PAD_BUTTON_Y, CTRL_TRIANGLE},
		{PAD_BUTTON_UP, CTRL_UP},
		{PAD_BUTTON_DOWN, CTRL_DOWN},
		{PAD_BUTTON_LEFT, CTRL_LEFT},
		{PAD_BUTTON_RIGHT, CTRL_RIGHT},
		{PAD_BUTTON_LBUMPER, CTRL_LTRIGGER},
		{PAD_BUTTON_RBUMPER, CTRL_RTRIGGER},
		{PAD_BUTTON_START, CTRL_START},
		{PAD_BUTTON_SELECT, CTRL_SELECT},
	};

	for (int i = 0; i < 12; i++) {
		if (input.pad_buttons_down & mapping[i][0]) {
			__CtrlButtonDown(mapping[i][1]);
		}
		if (input.pad_buttons_up & mapping[i][0]) {
			__CtrlButtonUp(mapping[i][1]);
		}
	}

	float stick_x = input.pad_lstick_x;
	float stick_y = input.pad_lstick_y;
	float rightstick_x = input.pad_rstick_x;
	float rightstick_y = input.pad_rstick_y;
	
	I18NCategory *s = GetI18NCategory("Screen"); 

	// Apply tilt to left stick
	if (g_Config.bAccelerometerToAnalogHoriz) {
		// TODO: Deadzone, etc.
		stick_x += clamp1(curve1(input.acc.y) * 2.0f);
		stick_x = clamp1(stick_x);
	}

	__CtrlSetAnalog(stick_x, stick_y, 0);
	__CtrlSetAnalog(rightstick_x, rightstick_x, 1);

	if (PSP_CoreParameter().fpsLimit != 2) {
		// Don't really need to show these, it's pretty obvious what unthrottle does,
		// in contrast to the three state toggle
		/*
		if (input.pad_buttons_down & PAD_BUTTON_UNTHROTTLE) {
			osm.Show(s->T("unlimited", "Speed: unlimited!"), 1.0, 0x50E0FF);
		}
		if (input.pad_buttons_up & PAD_BUTTON_UNTHROTTLE) {
			osm.Show(s->T("standard", "Speed: standard"), 1.0);
		}*/
	}
	if (input.pad_buttons & PAD_BUTTON_UNTHROTTLE) {
		PSP_CoreParameter().unthrottle = true;
	} else {
		PSP_CoreParameter().unthrottle = false;
	}
	// Make sure fpsLimit starts at 0
	if (PSP_CoreParameter().fpsLimit != 0 && PSP_CoreParameter().fpsLimit != 1 && PSP_CoreParameter().fpsLimit != 2) {
		PSP_CoreParameter().fpsLimit = 0;
	}

	//Toggle between 3 different states of fpsLimit
	if (input.pad_buttons_down & PAD_BUTTON_LEFT_THUMB) {
		if (PSP_CoreParameter().fpsLimit == 0) {
			PSP_CoreParameter().fpsLimit = 1;
			osm.Show(s->T("fixed", "Speed: fixed"), 1.0);
		}
		else if (PSP_CoreParameter().fpsLimit == 1) {
			PSP_CoreParameter().fpsLimit = 2;
			osm.Show(s->T("unlimited", "Speed: unlimited!"), 1.0, 0x50E0FF);
		}
		else if (PSP_CoreParameter().fpsLimit == 2) {
			PSP_CoreParameter().fpsLimit = 0;
			osm.Show(s->T("standard", "Speed: standard"), 1.0);
		}
	}

	if (input.pad_buttons_down & (PAD_BUTTON_MENU | PAD_BUTTON_BACK | PAD_BUTTON_RIGHT_THUMB)) {
		if (g_Config.bBufferedRendering)
			fbo_unbind();
		screenManager()->push(new PauseScreen());
	}
}
예제 #5
0
void EmuScreen::update(InputState &input) {
	globalUIState = UISTATE_INGAME;
	if (errorMessage_.size()) {
		screenManager()->push(new ErrorScreen(
			"Error loading file",
			errorMessage_));
		errorMessage_ = "";
		return;
	}

	if (invalid_)
		return;

	// First translate touches into native pad input.
	if (g_Config.bShowTouchControls)
		UpdateGamepad(input);

	UpdateInputState(&input);

	// Then translate pad input into PSP pad input. Also, add in tilt.
	static const int mapping[12][2] = {
		{PAD_BUTTON_A, CTRL_CROSS},
		{PAD_BUTTON_B, CTRL_CIRCLE},
		{PAD_BUTTON_X, CTRL_SQUARE},
		{PAD_BUTTON_Y, CTRL_TRIANGLE},
		{PAD_BUTTON_UP, CTRL_UP},
		{PAD_BUTTON_DOWN, CTRL_DOWN},
		{PAD_BUTTON_LEFT, CTRL_LEFT},
		{PAD_BUTTON_RIGHT, CTRL_RIGHT},
		{PAD_BUTTON_LBUMPER, CTRL_LTRIGGER},
		{PAD_BUTTON_RBUMPER, CTRL_RTRIGGER},
		{PAD_BUTTON_START, CTRL_START},
		{PAD_BUTTON_SELECT, CTRL_SELECT},
	};

	for (int i = 0; i < 12; i++) {
		if (input.pad_buttons_down & mapping[i][0]) {
			__CtrlButtonDown(mapping[i][1]);
		}
		if (input.pad_buttons_up & mapping[i][0]) {
			__CtrlButtonUp(mapping[i][1]);
		}
	}

	float stick_x = input.pad_lstick_x;
	float stick_y = input.pad_lstick_y;
	// Apply tilt
	if (g_Config.bAccelerometerToAnalogHoriz) {
		// TODO: Deadzone, etc.
		stick_x += clamp1(curve1(input.acc.y) * 2.0f);
		stick_x = clamp1(stick_x);
	}

	__CtrlSetAnalog(stick_x, stick_y);

	if (input.pad_buttons & PAD_BUTTON_LEFT_THUMB) {
		PSP_CoreParameter().unthrottle = true;
	} else {
		PSP_CoreParameter().unthrottle = false;
	}

	if (input.pad_buttons_down & (PAD_BUTTON_MENU | PAD_BUTTON_BACK | PAD_BUTTON_RIGHT_THUMB)) {
		if (g_Config.bBufferedRendering)
			fbo_unbind();
		screenManager()->push(new PauseScreen());
	}
}
예제 #6
0
파일: EmuScreen.cpp 프로젝트: Jinkgo/ppsspp
void EmuScreen::update(InputState &input) {
	globalUIState = UISTATE_INGAME;
	if (errorMessage_.size()) {
		screenManager()->push(new ErrorScreen(
			"Error loading file",
			errorMessage_));
		errorMessage_ = "";
		return;
	}

	if (invalid_)
		return;

	// First translate touches into native pad input.
	// Do this no matter the value of g_Config.bShowTouchControls, some people
	// like to use invisible controls...
	UpdateGamepad(input);

	UpdateInputState(&input);

	// Then translate pad input into PSP pad input. Also, add in tilt.
	static const int mapping[12][2] = {
		{PAD_BUTTON_A, CTRL_CROSS},
		{PAD_BUTTON_B, CTRL_CIRCLE},
		{PAD_BUTTON_X, CTRL_SQUARE},
		{PAD_BUTTON_Y, CTRL_TRIANGLE},
		{PAD_BUTTON_UP, CTRL_UP},
		{PAD_BUTTON_DOWN, CTRL_DOWN},
		{PAD_BUTTON_LEFT, CTRL_LEFT},
		{PAD_BUTTON_RIGHT, CTRL_RIGHT},
		{PAD_BUTTON_LBUMPER, CTRL_LTRIGGER},
		{PAD_BUTTON_RBUMPER, CTRL_RTRIGGER},
		{PAD_BUTTON_START, CTRL_START},
		{PAD_BUTTON_SELECT, CTRL_SELECT},
	};

	for (int i = 0; i < 12; i++) {
		if (input.pad_buttons_down & mapping[i][0]) {
			__CtrlButtonDown(mapping[i][1]);
		}
		if (input.pad_buttons_up & mapping[i][0]) {
			__CtrlButtonUp(mapping[i][1]);
		}
	}

	float stick_x = input.pad_lstick_x;
	float stick_y = input.pad_lstick_y;
	float rightstick_x = input.pad_rstick_x;
	float rightstick_y = input.pad_rstick_y;

	// Apply tilt to left stick
	if (g_Config.bAccelerometerToAnalogHoriz) {
		// TODO: Deadzone, etc.
		stick_x += clamp1(curve1(input.acc.y) * 2.0f);
		stick_x = clamp1(stick_x);
	}

	__CtrlSetAnalog(stick_x, stick_y, 0);
	__CtrlSetAnalog(rightstick_x, rightstick_x, 1);

	if (input.pad_buttons & PAD_BUTTON_UNTHROTTLE) {
		PSP_CoreParameter().unthrottle = true;
	} else {
		PSP_CoreParameter().unthrottle = false;
	}
	// Make sure fpsLimit starts at 0
	if (PSP_CoreParameter().fpsLimit != 0 && PSP_CoreParameter().fpsLimit != 1 && PSP_CoreParameter().fpsLimit != 2) {
		PSP_CoreParameter().fpsLimit = 0;
	}
	//Toggle between 3 different states of fpsLimit
	if (input.pad_buttons_down & PAD_BUTTON_LEFT_THUMB) {
		if (PSP_CoreParameter().fpsLimit == 0){
			PSP_CoreParameter().fpsLimit = 1;
		}
		else if (PSP_CoreParameter().fpsLimit == 1){
			PSP_CoreParameter().fpsLimit = 2;
		}
		else if (PSP_CoreParameter().fpsLimit == 2){
			PSP_CoreParameter().fpsLimit = 0;
		}
	}
	
	
	

	if (input.pad_buttons_down & (PAD_BUTTON_MENU | PAD_BUTTON_BACK | PAD_BUTTON_RIGHT_THUMB)) {
		if (g_Config.bBufferedRendering)
			fbo_unbind();
		screenManager()->push(new PauseScreen());
	}
}
예제 #7
0
void EmuThread::run()
{
	running = true;
	setCurrentThreadName("EmuThread");

	host->UpdateUI();
	host->InitGL();

	glWindow->makeCurrent();

#ifndef USING_GLES2
	glewInit();
#endif
	NativeInitGraphics();

	INFO_LOG(BOOT, "Starting up hardware.");

	QElapsedTimer timer;

	while(running) {
		//UpdateGamepad(*input_state);
		timer.start();

		gameMutex.lock();
		bool gRun = gameRunning;
		gameMutex.unlock();

		if(gRun)
		{
			gameMutex.lock();

			glWindow->makeCurrent();
			if(needInitGame)
			{
				g_State.bEmuThreadStarted = true;

				CoreParameter coreParameter;
				coreParameter.fileToStart = fileToStart.toStdString();
				coreParameter.enableSound = true;
				coreParameter.gpuCore = GPU_GLES;
				coreParameter.cpuCore = (CPUCore)g_Config.iCpuCore;
				coreParameter.enableDebugging = true;
				coreParameter.printfEmuLog = false;
				coreParameter.headLess = false;
				coreParameter.renderWidth = 480 * g_Config.iWindowZoom;
				coreParameter.renderHeight = 272 * g_Config.iWindowZoom;
				coreParameter.outputWidth = dp_xres;
				coreParameter.outputHeight = dp_yres;
				coreParameter.pixelWidth = pixel_xres;
				coreParameter.pixelHeight = pixel_yres;
				coreParameter.startPaused = !g_Config.bAutoRun;

				std::string error_string;
				if (!PSP_Init(coreParameter, &error_string))
				{
					ERROR_LOG(BOOT, "Error loading: %s", error_string.c_str());
					FinalShutdown();
					return;
				}

				LayoutGamepad(dp_xres, dp_yres);

				_dbg_update_();

				host->UpdateDisassembly();
				Core_EnableStepping(coreParameter.startPaused ? TRUE : FALSE);

				g_State.bBooted = true;
			#ifdef _DEBUG
				host->UpdateMemView();
			#endif
				host->BootDone();
				needInitGame = false;
			}
			UpdateInputState(input_state);

			for (int i = 0; i < controllistCount; i++) {
				if (input_state->pad_buttons_down & controllist[i].emu_id) {
					__CtrlButtonDown(controllist[i].psp_id);
				}
				if (input_state->pad_buttons_up & controllist[i].emu_id) {
					__CtrlButtonUp(controllist[i].psp_id);
				}
			}
			__CtrlSetAnalog(input_state->pad_lstick_x, input_state->pad_lstick_y);

			EndInputState(input_state);

			glstate.Restore();
			glViewport(0, 0, pixel_xres, pixel_yres);
			Matrix4x4 ortho;
			ortho.setOrtho(0.0f, dp_xres, dp_yres, 0.0f, -1.0f, 1.0f);
			glsl_bind(UIShader_Get());
			glUniformMatrix4fv(UIShader_Get()->u_worldviewproj, 1, GL_FALSE, ortho.getReadPtr());


			ReapplyGfxState();

			Core_Run();

			// Hopefully coreState is now CORE_NEXTFRAME
			if (coreState == CORE_NEXTFRAME) {
				// set back to running for the next frame
				coreState = CORE_RUNNING;

				qint64 time = timer.elapsed();
				const int frameTime = (1.0f/60.0f) * 1000;
				gameMutex.unlock();
				if(time < frameTime)
				{
					glWindow->doneCurrent();
					msleep(frameTime-time);
					glWindow->makeCurrent();
				}
				gameMutex.lock();
				timer.start();
			}

			fbo_unbind();

			UIShader_Prepare();

			uiTexture->Bind(0);

			glViewport(0, 0, pixel_xres, pixel_yres);

			ui_draw2d.Begin(DBMODE_NORMAL);

			//if (g_Config.bShowTouchControls)
			//	DrawGamepad(ui_draw2d);

			glsl_bind(UIShader_Get());
			ui_draw2d.End();
			ui_draw2d.Flush(UIShader_Get());


			// Tiled renderers like PowerVR should benefit greatly from this. However - seems I can't call it?
#if defined(USING_GLES2)
			bool hasDiscard = false;  // TODO
			if (hasDiscard) {
				//glDiscardFramebuffer(GL_COLOR_EXT | GL_DEPTH_EXT | GL_STENCIL_EXT);
			}
#endif
			glWindow->swapBuffers();
			glWindow->doneCurrent();
			gameMutex.unlock();
		}
		else
		{
			gameMutex.lock();
			glWindow->makeCurrent();
			glClearColor(0, 0, 0, 0);
			glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);

			time_update();
			float t = (float)frames_ / 60.0f;
			frames_++;

			float alpha = t;
			if (t > 1.0f) alpha = 1.0f;
			float alphaText = alpha;
			//if (t > 2.0f) alphaText = 3.0f - t;

			glstate.Restore();
			glViewport(0, 0, pixel_xres, pixel_yres);
			Matrix4x4 ortho;
			ortho.setOrtho(0.0f, dp_xres, dp_yres, 0.0f, -1.0f, 1.0f);
			glsl_bind(UIShader_Get());
			glUniformMatrix4fv(UIShader_Get()->u_worldviewproj, 1, GL_FALSE, ortho.getReadPtr());


			ReapplyGfxState();

			UIShader_Prepare();
			UIBegin();
			DrawBackground(alpha);

			ui_draw2d.SetFontScale(1.5f, 1.5f);
			ui_draw2d.DrawText(UBUNTU48, "PPSSPP", dp_xres / 2, dp_yres / 2 - 30, colorAlpha(0xFFFFFFFF, alphaText), ALIGN_CENTER);
			ui_draw2d.SetFontScale(1.0f, 1.0f);
			ui_draw2d.DrawText(UBUNTU24, "Created by Henrik Rydgard", dp_xres / 2, dp_yres / 2 + 40, colorAlpha(0xFFFFFFFF, alphaText), ALIGN_CENTER);
			ui_draw2d.DrawText(UBUNTU24, "Free Software under GPL 2.0", dp_xres / 2, dp_yres / 2 + 70, colorAlpha(0xFFFFFFFF, alphaText), ALIGN_CENTER);
			ui_draw2d.DrawText(UBUNTU24, "www.ppsspp.org", dp_xres / 2, dp_yres / 2 + 130, colorAlpha(0xFFFFFFFF, alphaText), ALIGN_CENTER);

			UIEnd();

			glsl_bind(UIShader_Get());
			ui_draw2d.Flush(UIShader_Get());

			glWindow->swapBuffers();
			glWindow->doneCurrent();
			gameMutex.unlock();
			qint64 time = timer.elapsed();
			const int frameTime = (1.0f/60.0f) * 1000;
			if(time < frameTime)
			{
				msleep(frameTime-time);
			}
			timer.start();
		}

	}

	if(gameRunning)
	{
		stopGame();
	}

}
예제 #8
0
void EmuThread::run()
{
	running = true;
	setCurrentThreadName("EmuThread");

	g_State.bEmuThreadStarted = true;

	host->UpdateUI();
	host->InitGL();

	glWindow->makeCurrent();

#ifndef USING_GLES2
	glewInit();
#endif
	NativeInitGraphics();

	INFO_LOG(BOOT, "Starting up hardware.");

	CoreParameter coreParameter;
	coreParameter.fileToStart = fileToStart.toStdString();
	coreParameter.enableSound = true;
	coreParameter.gpuCore = GPU_GLES;
	coreParameter.cpuCore = (CPUCore)g_Config.iCpuCore;
	coreParameter.enableDebugging = true;
	coreParameter.printfEmuLog = false;
	coreParameter.headLess = false;
	coreParameter.renderWidth = 480 * g_Config.iWindowZoom;
	coreParameter.renderHeight = 272 * g_Config.iWindowZoom;
	coreParameter.outputWidth = dp_xres;
	coreParameter.outputHeight = dp_yres;
	coreParameter.pixelWidth = pixel_xres;
	coreParameter.pixelHeight = pixel_yres;
	coreParameter.startPaused = !g_Config.bAutoRun;

	std::string error_string;
	if (!PSP_Init(coreParameter, &error_string))
	{
		ERROR_LOG(BOOT, "Error loading: %s", error_string.c_str());
		FinalShutdown();
		return;
	}

	LayoutGamepad(dp_xres, dp_yres);

	_dbg_update_();

	host->UpdateDisassembly();
	Core_EnableStepping(coreParameter.startPaused ? TRUE : FALSE);

	g_State.bBooted = true;
#ifdef _DEBUG
	host->UpdateMemView();
#endif
	host->BootDone();

	QElapsedTimer timer;

	while(running) {
		//UpdateGamepad(*input_state);
		timer.start();

		UpdateInputState(input_state);

		static const int mapping[12][2] = {
			{PAD_BUTTON_A, CTRL_CROSS},
			{PAD_BUTTON_B, CTRL_CIRCLE},
			{PAD_BUTTON_X, CTRL_SQUARE},
			{PAD_BUTTON_Y, CTRL_TRIANGLE},
			{PAD_BUTTON_UP, CTRL_UP},
			{PAD_BUTTON_DOWN, CTRL_DOWN},
			{PAD_BUTTON_LEFT, CTRL_LEFT},
			{PAD_BUTTON_RIGHT, CTRL_RIGHT},
			{PAD_BUTTON_LBUMPER, CTRL_LTRIGGER},
			{PAD_BUTTON_RBUMPER, CTRL_RTRIGGER},
			{PAD_BUTTON_START, CTRL_START},
			{PAD_BUTTON_SELECT, CTRL_SELECT},
		};

		for (int i = 0; i < 12; i++) {
            if (input_state->pad_buttons_down & mapping[i][0]) {
				__CtrlButtonDown(mapping[i][1]);
			}
            if (input_state->pad_buttons_up & mapping[i][0]) {
				__CtrlButtonUp(mapping[i][1]);
			}
		}
		__CtrlSetAnalog(input_state->pad_lstick_x, input_state->pad_lstick_y);

		EndInputState(input_state);

		glstate.Restore();
		glViewport(0, 0, pixel_xres, pixel_yres);
		Matrix4x4 ortho;
		ortho.setOrtho(0.0f, dp_xres, dp_yres, 0.0f, -1.0f, 1.0f);
		glsl_bind(UIShader_Get());
		glUniformMatrix4fv(UIShader_Get()->u_worldviewproj, 1, GL_FALSE, ortho.getReadPtr());


		ReapplyGfxState();

		Core_Run();

		// Hopefully coreState is now CORE_NEXTFRAME
		if (coreState == CORE_NEXTFRAME) {
			// set back to running for the next frame
			coreState = CORE_RUNNING;

			qint64 time = timer.elapsed();
			const int frameTime = (1.0f/60.0f) * 1000;
			if(time < frameTime)
			{
				msleep(frameTime-time);
			}
			timer.start();
		}

		fbo_unbind();

		UIShader_Prepare();

		uiTexture->Bind(0);

		glViewport(0, 0, pixel_xres, pixel_yres);

		ui_draw2d.Begin(DBMODE_NORMAL);

		//if (g_Config.bShowTouchControls)
		//	DrawGamepad(ui_draw2d);

		glsl_bind(UIShader_Get());
		ui_draw2d.End();
		ui_draw2d.Flush(UIShader_Get());


		// Tiled renderers like PowerVR should benefit greatly from this. However - seems I can't call it?
#if defined(USING_GLES2)
		bool hasDiscard = false;  // TODO
		if (hasDiscard) {
			//glDiscardFramebuffer(GL_COLOR_EXT | GL_DEPTH_EXT | GL_STENCIL_EXT);
		}
#endif

		glWindow->swapBuffers();
	}
	glWindow->doneCurrent();
}