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nuclear@6
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1 #include "config.h"
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nuclear@5
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2 #include "game.h"
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nuclear@5
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3 #include "gbasys.h"
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nuclear@8
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4 #include "x3d.h"
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nuclear@8
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5 #include "sincos.h"
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nuclear@8
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6 #include "fixed.h"
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nuclear@9
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7 #include "palman.h"
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nuclear@13
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8 #include "ggen.h"
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nuclear@17
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9 #include "data.h"
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nuclear@18
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10 #include "logger.h"
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11
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12 extern int dbg_fill_dump;
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13
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nuclear@18
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14 static void draw_fps_meter(unsigned long msec);
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15 static void draw_rect(int x, int y, int w, int h, uint16_t color);
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16
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17 #define X16INT(x) ((x) << 16)
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18 #define X16FLT(x) ((int32_t)((x) * 65536.0))
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19
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20 static int32_t cam_theta, cam_phi = 25 << 16;
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21 static int autorot = 1;
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22
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23 static struct mesh box;
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24 static int tex;
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25 static int fps;
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26
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27 int game_init(void)
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28 {
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29 sincos_init();
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30 #ifdef PALMODE
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31 palman_init();
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32 #endif
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33
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34 tex = x3d_create_texture_rgb(test_width, test_height, test_pixels);
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35
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36 x3d_projection(45.0, (WIDTH << 16) / HEIGHT, 65536 / 2, 65536 * 500);
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37
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nuclear@13
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38 init_mesh(&box);
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nuclear@13
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39 gen_box(&box);
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40
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41 return 0;
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42 }
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nuclear@5
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43
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nuclear@18
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44 static void update(unsigned long msec)
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45 {
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nuclear@18
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46 static unsigned long prev_upd;
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nuclear@18
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47 unsigned long dt = msec - prev_upd;
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nuclear@18
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48 int keys = get_key_state(KEY_ALL);
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nuclear@18
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49 prev_upd = msec;
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50
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nuclear@18
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51 if(keys & KEY_LEFT) {
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nuclear@18
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52 cam_theta += dt << 12;
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nuclear@18
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53 }
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nuclear@18
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54 if(keys & KEY_RIGHT) {
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nuclear@18
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55 cam_theta -= dt << 12;
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nuclear@18
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56 }
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nuclear@18
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57 if(keys & KEY_UP) {
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nuclear@18
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58 cam_phi += dt << 12;
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nuclear@18
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59 if(cam_phi > (90 << 16)) {
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nuclear@18
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60 cam_phi = 90 << 16;
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nuclear@18
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61 }
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nuclear@18
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62 }
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nuclear@18
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63 if(keys & KEY_DOWN) {
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64 cam_phi -= dt << 12;
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nuclear@18
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65 if(cam_phi < -(90 << 16)) {
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nuclear@18
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66 cam_phi = -90 << 16;
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nuclear@18
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67 }
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nuclear@18
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68 }
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nuclear@18
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69 }
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70
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71 void game_draw(void)
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72 {
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73 unsigned long msec = get_millisec();
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74
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75 update(msec);
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76
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nuclear@5
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77 clear_buffer(back_buffer, 0);
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nuclear@5
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78
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79 x3d_load_identity();
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nuclear@14
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80 x3d_translate(0, 0, X16INT(6));
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81 x3d_rotate(cam_phi, 65536, 0, 0);
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82 if(autorot) {
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83 x3d_rotate((msec / 64) << 16, 0, 65536, 0);
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nuclear@14
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84 } else {
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nuclear@14
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85 x3d_rotate(cam_theta, 0, 65536, 0);
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nuclear@14
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86 }
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nuclear@6
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87
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nuclear@9
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88 #ifdef PALMODE
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89 x3d_color_index(255);
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90 #else
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91 x3d_color(65536, 65536, 65536);
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nuclear@9
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92 #endif
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93
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94 x3d_enable_texture(tex);
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nuclear@13
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95 draw_mesh(&box);
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96 x3d_disable_texture();
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97
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98 draw_fps_meter(msec);
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nuclear@6
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99
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100 flip();
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nuclear@5
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101 }
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nuclear@5
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102
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nuclear@18
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103 static void draw_fps_meter(unsigned long msec)
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nuclear@18
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104 {
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nuclear@18
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105 static unsigned long last_msec;
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nuclear@18
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106 static unsigned long nframes;
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nuclear@18
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107 unsigned long dt = msec - last_msec;
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nuclear@18
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108 int bar_height;
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109
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nuclear@18
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110 ++nframes;
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111
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nuclear@18
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112 if(dt >= 1000) {
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113 last_msec = msec;
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114 fps = 1000 * nframes / dt;
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115 nframes = 0;
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116 logmsg(LOG_DBG, "fps: %d\n", fps);
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nuclear@18
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117 }
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118
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119 bar_height = fps * 4;
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120 if(bar_height > HEIGHT) bar_height = HEIGHT;
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121
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nuclear@18
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122 draw_rect(0, HEIGHT - bar_height, 1, bar_height, RGB(0, 255, 0));
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123 }
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124
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125 void game_keyb(int key, int pressed)
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126 {
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127 if(!pressed) return;
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nuclear@9
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128
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nuclear@9
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129 switch(key) {
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nuclear@9
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130 case KEY_A:
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nuclear@9
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131 autorot = !autorot;
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nuclear@9
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132 break;
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nuclear@9
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133
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nuclear@14
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134 case KEY_SELECT:
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nuclear@14
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135 dbg_fill_dump = 1;
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nuclear@14
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136 break;
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137
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nuclear@9
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138 default:
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139 break;
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nuclear@9
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140 }
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nuclear@5
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141 }
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nuclear@9
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142
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nuclear@9
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143 #ifdef PALMODE
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nuclear@9
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144 #define ROWADV (WIDTH / 2)
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nuclear@9
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145 #else
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nuclear@9
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146 #define ROWADV WIDTH
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nuclear@9
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147 #endif
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nuclear@9
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148
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nuclear@9
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149 static void draw_rect(int x, int y, int w, int h, uint16_t color)
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nuclear@9
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150 {
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nuclear@9
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151 int i, xsz = w, ysz = h;
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nuclear@9
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152 uint16_t *pixels = back_buffer->pixels;
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nuclear@9
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153 uint16_t *topleft, *topright, *botleft;
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nuclear@9
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154
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nuclear@9
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155 #ifdef PALMODE
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nuclear@9
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156 pixels += (y * WIDTH + x) / 2;
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157 topleft = pixels;
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nuclear@9
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158 topright = (uint16_t*)back_buffer->pixels + (y * WIDTH + x + w - 1) / 2;
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nuclear@9
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159
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nuclear@9
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160 color |= color << 8;
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nuclear@9
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161 xsz /= 2;
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nuclear@9
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162 #else
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nuclear@9
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163 pixels += y * WIDTH + x;
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nuclear@9
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164 topleft = pixels;
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nuclear@9
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165 topright = topleft + w - 1;
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nuclear@9
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166 #endif
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nuclear@9
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167 botleft = topleft + (ysz - 1) * ROWADV;
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nuclear@9
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168
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nuclear@9
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169 #ifdef PALMODE
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nuclear@9
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170 if(x & 1) {
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nuclear@9
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171 *topleft = (*topleft & 0xff) | (color & 0xff00);
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nuclear@9
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172 *botleft = (*topleft & 0xff) | (color & 0xff00);
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nuclear@9
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173 ++topleft;
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nuclear@9
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174 ++botleft;
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nuclear@9
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175 xsz -= 1;
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nuclear@9
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176 }
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nuclear@9
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177 #endif
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nuclear@9
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178 for(i=0; i<xsz; i++) {
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nuclear@9
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179 *topleft++ = color;
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nuclear@9
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180 *botleft++ = color;
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nuclear@9
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181 }
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nuclear@9
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182
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nuclear@9
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183 topleft = pixels;
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nuclear@9
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184 for(i=0; i<ysz; i++) {
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nuclear@9
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185 #ifdef PALMODE
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nuclear@9
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186 if(x & 1) {
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nuclear@9
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187 *topleft = (*topleft & 0xff) | (color & 0xff00);
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nuclear@9
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188 } else {
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nuclear@9
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189 *topleft = (*topleft & 0xff00) | (color & 0xff);
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nuclear@9
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190 }
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nuclear@9
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191
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nuclear@9
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192 if((x + w - 1) & 1) {
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nuclear@9
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193 *topright = (*topright & 0xff) | (color & 0xff00);
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nuclear@9
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194 } else {
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nuclear@9
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195 *topright = (*topright & 0xff00) | (color & 0xff);
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nuclear@9
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196 }
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nuclear@9
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197 #else
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nuclear@9
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198 *topleft = color;
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nuclear@9
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199 *topright = color;
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nuclear@9
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200 #endif
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nuclear@9
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201
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nuclear@9
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202 topleft += ROWADV;
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nuclear@9
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203 topright += ROWADV;
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nuclear@9
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204 }
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nuclear@9
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205 }
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