Fix build without new camera, add example to README

This fixes an oversight of mine that broke building with BETTERCAMERA=0 and adds an example to the README of how to build with the new camera disabled.
This commit is contained in:
IvanDSM 2020-05-10 05:47:38 -03:00
parent 6ed071e49e
commit e3a2613328
2 changed files with 10 additions and 3 deletions

View File

@ -60,7 +60,8 @@ Run `make` to build (defaults to `VERSION=us`)
``` ```
make VERSION=jp -j6 # build (J) version with 6 jobs make VERSION=jp -j6 # build (J) version with 6 jobs
make VERSION=us WINDOWS_BUILD=1 # builds a (U) Windows executable make VERSION=us WINDOWS_BUILD=1 # builds a (U) Windows executable (under Windows, compiling for Windows under Linux is not supported)
make BETTERCAMERA=0 # builds an executable with the original SM64 camera (no analog/mouse support)
make TARGET_RPI=1 # targets an executable for a Raspberry Pi make TARGET_RPI=1 # targets an executable for a Raspberry Pi
``` ```

View File

@ -14,10 +14,13 @@
extern int16_t rightx; extern int16_t rightx;
extern int16_t righty; extern int16_t righty;
#ifdef BETTERCAMERA
int mouse_x; int mouse_x;
int mouse_y; int mouse_y;
extern u8 newcam_mouse; extern u8 newcam_mouse;
#endif
static bool init_ok; static bool init_ok;
static SDL_GameController *sdl_cntrl; static SDL_GameController *sdl_cntrl;
@ -28,9 +31,11 @@ static void controller_sdl_init(void) {
return; return;
} }
#ifdef BETTERCAMERA
if (newcam_mouse == 1) if (newcam_mouse == 1)
SDL_SetRelativeMouseMode(SDL_TRUE); SDL_SetRelativeMouseMode(SDL_TRUE);
SDL_GetRelativeMouseState(&mouse_x, &mouse_y); SDL_GetRelativeMouseState(&mouse_x, &mouse_y);
#endif
init_ok = true; init_ok = true;
} }
@ -40,15 +45,16 @@ static void controller_sdl_read(OSContPad *pad) {
return; return;
} }
#ifdef BETTERCAMERA
if (newcam_mouse == 1) if (newcam_mouse == 1)
SDL_SetRelativeMouseMode(SDL_TRUE); SDL_SetRelativeMouseMode(SDL_TRUE);
else else
SDL_SetRelativeMouseMode(SDL_FALSE); SDL_SetRelativeMouseMode(SDL_FALSE);
SDL_GetRelativeMouseState(&mouse_x, &mouse_y);
#endif
SDL_GameControllerUpdate(); SDL_GameControllerUpdate();
SDL_GetRelativeMouseState(&mouse_x, &mouse_y);
if (sdl_cntrl != NULL && !SDL_GameControllerGetAttached(sdl_cntrl)) { if (sdl_cntrl != NULL && !SDL_GameControllerGetAttached(sdl_cntrl)) {
SDL_GameControllerClose(sdl_cntrl); SDL_GameControllerClose(sdl_cntrl);