PSP2: Fix GBAInputMap* calls
Jeffrey Pfau jeffrey@endrift.com
Wed, 06 Jan 2016 22:20:50 -0800
1 files changed,
2 insertions(+),
2 deletions(-)
jump to
M
src/platform/psp2/psp2-context.c
→
src/platform/psp2/psp2-context.c
@@ -158,7 +158,7 @@ struct GBAAxis desc = { GBA_KEY_DOWN, GBA_KEY_UP, 192, 64 };
GBAInputBindAxis(&runner->context.inputMap, PSP2_INPUT, 0, &desc); desc = (struct GBAAxis) { GBA_KEY_RIGHT, GBA_KEY_LEFT, 192, 64 }; GBAInputBindAxis(&runner->context.inputMap, PSP2_INPUT, 1, &desc); - GBAInputMapLoad(&runner->context.inputMap, PSP2_INPUT, &runner->context.config); + GBAInputMapLoad(&runner->context.inputMap, PSP2_INPUT, GBAConfigGetInput(&runner->context.config)); tex = vita2d_create_empty_texture_format(256, 256, SCE_GXM_TEXTURE_FORMAT_X8U8U8U8_1BGR); screenshot = vita2d_create_empty_texture_format(256, 256, SCE_GXM_TEXTURE_FORMAT_X8U8U8U8_1BGR);@@ -221,7 +221,7 @@ scePowerSetArmClockFrequency(80);
} void GBAPSP2Teardown(struct GBAGUIRunner* runner) { - GBAInputMapSave(&runner->context.inputMap, PSP2_INPUT, &runner->context.config); + GBAInputMapSave(&runner->context.inputMap, PSP2_INPUT, GBAConfigGetInput(&runner->context.config)); vita2d_free_texture(tex); vita2d_free_texture(screenshot); }