-more JGE cleanup
-removed calls to BindTexture that were made out of the Render methods. Please let me know if this has side effects (and let's discuss it in that case)
-Still no luck with the purple screen bug :(
This commit is contained in:
wagic.the.homebrew@gmail.com
2009-10-03 08:50:44 +00:00
parent a8607ebf64
commit 888edfd5b8
9 changed files with 38 additions and 266 deletions

View File

@@ -1,6 +1,3 @@
#include <pspkernel.h>
#include <pspdisplay.h>
#include <pspdebug.h>
@@ -18,8 +15,6 @@
#include <stdio.h>
//#include <mikmod.h>
#include "../../JGE/include/JGE.h"
#include "../../JGE/include/JApp.h"
#include "../../JGE/include/JGameLauncher.h"
@@ -39,8 +34,8 @@
#else
PSP_MODULE_INFO(JGEApp_Title, 0x1000, 1, 1);
PSP_MAIN_THREAD_ATTR(0);
//PSP_MAIN_THREAD_ATTR(THREAD_ATTR_USER);
PSP_MAIN_THREAD_ATTR(0);
#endif
@@ -72,7 +67,6 @@ int power_callback(int unknown, int pwrflags, void *common)
if (engine != NULL)
engine->Pause();
//sceKernelDelayThread(1000000);
}
else if ((pwrflags & PSP_POWER_CB_RESUME_COMPLETE) > 0)
{
@@ -82,35 +76,6 @@ int power_callback(int unknown, int pwrflags, void *common)
engine->Resume();
}
// /* check for power switch and suspending as one is manual and the other automatic */
// if (pwrflags & PSP_POWER_CB_POWER_SWITCH || pwrflags & PSP_POWER_CB_SUSPENDING)
// {
// // suspending
// if (engine != NULL)
// engine->Pause();
// }
// else if (pwrflags & PSP_POWER_CB_RESUMING)
// {
// // resuming from suspend mode
//
// }
// else if (pwrflags & PSP_POWER_CB_RESUME_COMPLETE)
// {
// // resume complete
// if (engine != NULL)
// engine->Resume();
// }
// else if (pwrflags & PSP_POWER_CB_STANDBY)
// {
// // entering standby mode
// if (engine != NULL)
// engine->Pause();
// }
// else
// {
// // unhandled power event
// }
// sceDisplayWaitVblankStart();
return 0;
}
@@ -133,21 +98,6 @@ int CallbackThread(SceSize args, void *argp)
return 0;
}
//------------------------------------------------------------------------------------------------
// static int AudioChannelThread(SceSize args, void *argp)
// {
// while (!done)
// {
// MikMod_Update();
// // We have to sleep here to allow other threads a chance to process.
// // with no sleep this thread will take over when the output is disabled via MikMod_DisableOutput()
// // co-operative threading sucks bigtime...
// sceKernelDelayThread(1);
// }
// return (0);
// }
//------------------------------------------------------------------------------------------------
// Sets up the callback thread and returns its thread id
int SetupCallbacks(void)
{