Fix parallel-rdp integration and reset whole state upon loading rom
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@@ -9,35 +9,35 @@ void App::Run() {
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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//ImGui_ImplSDL2_ProcessEvent(&event);
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if (event.type == SDL_QUIT)
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done = true;
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if (window.gotClosed(event))
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done = true;
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if(event.type == SDL_KEYDOWN) {
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switch(event.key.keysym.sym) {
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case SDLK_o: {
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nfdchar_t* outpath;
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const nfdu8filteritem_t filter {"Nintendo 64 roms", "n64,z64,v64,N64,Z64,V64"};
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nfdresult_t result = NFD_OpenDialog(&outpath, &filter, 1, nullptr);
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if(result == NFD_OKAY) {
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core.LoadROM(outpath);
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NFD_FreePath(outpath);
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}
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switch(event.type) {
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case SDL_QUIT: done = true; break;
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case SDL_WINDOWEVENT:
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done = window.gotClosed(event);
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break;
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case SDL_KEYDOWN:
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switch(event.key.keysym.sym) {
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case SDLK_o: {
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nfdchar_t* outpath;
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const nfdu8filteritem_t filter {"Nintendo 64 roms", "n64,z64,v64,N64,Z64,V64"};
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nfdresult_t result = NFD_OpenDialog(&outpath, &filter, 1, nullptr);
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if(result == NFD_OKAY) {
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core.LoadROM(outpath);
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NFD_FreePath(outpath);
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}
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} break;
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} break;
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}
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}
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core.PollInputs(event);
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}
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if(core.romLoaded)
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core.Run();
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if(core.romLoaded)
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if(core.romLoaded) {
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core.Run(window);
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UpdateScreenParallelRdp(window, core.GetVI());
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else
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} else {
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UpdateScreenParallelRdpNoGame(window);
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}
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SDL_Delay(16);
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SDL_Delay(1);
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}
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}
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