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nuclear@5
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1 #include "config.h"
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2 #include <stdio.h>
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3 #include <stdlib.h>
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4 #include <SDL.h>
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5 #include "gbasys.h"
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6 #include "game.h"
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7
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8 static int proc_events(SDL_Event *ev);
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9 static void handle_keyboard(int key, int state);
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10
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11 struct pixel_buffer *back_buffer, *front_buffer;
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12
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13 static SDL_Surface *surf;
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14 static struct pixel_buffer bbuf;
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15 static unsigned int keystate;
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16 static int sdlscale = 2;
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17
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18 int main(void)
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19 {
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20 int i, j, k, l;
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21 char *env;
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22
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23 if((env = getenv("SDLSCALE"))) {
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24 if(!(sdlscale = atoi(env))) {
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25 fprintf(stderr, "invalid SDLSCALE envvar value (%s)\n", env);
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26 sdlscale = 2;
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27 }
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28 }
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29
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30 SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_NOPARACHUTE);
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31
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32 if(!(surf = SDL_SetVideoMode(WIDTH * sdlscale, HEIGHT * sdlscale, 16, SDL_SWSURFACE))) {
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33 fprintf(stderr, "failed to initialize graphics\n");
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34 return 1;
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35 }
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36 SDL_WM_SetCaption("trycatch", 0);
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37
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38 bbuf.x = WIDTH;
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39 bbuf.y = HEIGHT;
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40 bbuf.bpp = 16;
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41 if(!(bbuf.pixels = malloc(WIDTH * HEIGHT * 2))) {
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42 fprintf(stderr, "failed to allocate framebuffer (%dx%d)\n", WIDTH, HEIGHT);
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43 SDL_Quit();
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44 return 1;
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45 }
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46
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47 back_buffer = front_buffer = &bbuf;
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48
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49 for(;;) {
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50 SDL_Event ev;
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51 uint16_t *dest, *src;
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52
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53 while(SDL_PollEvent(&ev)) {
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54 if(proc_events(&ev) == -1) {
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55 goto done;
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56 }
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57 }
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58
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59 game_draw();
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60
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61 if(SDL_MUSTLOCK(surf)) {
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62 SDL_LockSurface(surf);
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63 }
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64
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65 src = bbuf.pixels;
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66 dest = surf->pixels;
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67
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68 for(i=0; i<HEIGHT; i++) {
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69 for(j=0; j<WIDTH; j++) {
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70 uint16_t pixel = *src++;
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71
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72 for(k=0; k<sdlscale; k++) {
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73 for(l=0; l<sdlscale; l++) {
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74 dest[k * sdlscale * WIDTH + l] = pixel;
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75 }
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76 }
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77 dest += sdlscale;
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78 }
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79 dest += WIDTH * sdlscale * (sdlscale - 1);
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80 }
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81
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82 if(SDL_MUSTLOCK(surf)) {
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83 SDL_UnlockSurface(surf);
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84 }
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85 keystate = 0;
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86 }
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87
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88 done:
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89 SDL_Quit();
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90 return 0;
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91 }
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92
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93 void flip(void)
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94 {
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95 SDL_Flip(surf);
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96 }
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97
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98 void clear_buffer(struct pixel_buffer *pbuf, unsigned short color)
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99 {
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100 int i;
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101 unsigned short *pixels = pbuf->pixels;
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102
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103 for(i=0; i<pbuf->x * pbuf->y; i++) {
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104 *pixels++ = color;
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105 }
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106 }
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107
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108 int get_key_state(int key)
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109 {
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110 return keystate & key;
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111 }
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112
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113 unsigned long get_millisec(void)
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114 {
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115 return SDL_GetTicks();
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116 }
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117
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118 static int proc_events(SDL_Event *ev)
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119 {
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120 switch(ev->type) {
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121 case SDL_KEYDOWN:
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122 case SDL_KEYUP:
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123 handle_keyboard(ev->key.keysym.sym, ev->key.state == SDL_KEYDOWN);
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124 break;
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125
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126 case SDL_QUIT:
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127 return -1;
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128 }
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129
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130 return 0;
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131 }
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132
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133 static void handle_keyboard(int key, int state)
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134 {
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135 int gba_key = -1;
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136
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137 switch(key) {
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138 case SDLK_ESCAPE:
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139 {
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140 SDL_Event ev;
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141 ev.type = SDL_QUIT;
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142 SDL_PushEvent(&ev);
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143 }
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144 break;
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145
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146 case 'a':
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147 case 'A':
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148 case SDLK_LEFT:
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149 gba_key = KEY_LEFT;
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150 break;
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151
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152 case 'd':
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153 case 'D':
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154 case SDLK_RIGHT:
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155 gba_key = KEY_RIGHT;
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156 break;
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157
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158 case 'w':
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159 case 'W':
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160 case SDLK_UP:
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161 gba_key = KEY_UP;
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162 break;
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163
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164 case 's':
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165 case 'S':
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166 case SDLK_DOWN:
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167 gba_key = KEY_DOWN;
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168 break;
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169
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170 case '\n':
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171 gba_key = KEY_A;
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172 break;
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173 case '\b':
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174 gba_key = KEY_B;
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175 break;
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176
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177 case ',':
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178 gba_key = KEY_SELECT;
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179 break;
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180 case '.':
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181 gba_key = KEY_START;
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182 break;
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183
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184 case '[':
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185 gba_key = KEY_L;
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186 break;
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187 case ']':
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188 gba_key = KEY_R;
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189 break;
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190
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191 default:
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192 return;
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193 }
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194
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195 keystate |= gba_key;
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196 game_keyb(gba_key, state);
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197 }
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