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