Synchronize console operations
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@@ -100,6 +100,7 @@ class Console
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GraphicPage GRPF;
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PetitComputer petitcom;
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bool[2] visibles = [true, true];
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Object consoleSync = new Object();
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int width()
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{
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@@ -107,36 +108,39 @@ class Console
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}
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void width(int w)
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{
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fontWidth = fontHeight = w;
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consoleWidth = petitcom.screenWidth / fontWidth;
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consoleHeight = petitcom.screenHeight / fontHeight;
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consoleWidthDisplay1 = petitcom.screenWidthDisplay1 / fontWidth;
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consoleHeightDisplay1 = petitcom.screenHeightDisplay1 / fontHeight;
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consoleWidth4 = 320 / fontWidth;
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consoleHeight4 = 480 / fontHeight;
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console = new ConsoleCharacter[][consoleHeight];
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consoleDisplay1 = new ConsoleCharacter[][consoleHeightDisplay1];
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console4 = new ConsoleCharacter[][consoleHeight4];
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consoleForeColor = 15;//#T_WHITE
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for(int i = 0; i < console.length; i++)
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synchronized(this)
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{
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console[i] = new ConsoleCharacter[consoleWidth];
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console[i][] = ConsoleCharacter(0, consoleForeColor, consoleBackColor);
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fontWidth = fontHeight = w;
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consoleWidth = petitcom.screenWidth / fontWidth;
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consoleHeight = petitcom.screenHeight / fontHeight;
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consoleWidthDisplay1 = petitcom.screenWidthDisplay1 / fontWidth;
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consoleHeightDisplay1 = petitcom.screenHeightDisplay1 / fontHeight;
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consoleWidth4 = 320 / fontWidth;
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consoleHeight4 = 480 / fontHeight;
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console = new ConsoleCharacter[][consoleHeight];
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consoleDisplay1 = new ConsoleCharacter[][consoleHeightDisplay1];
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console4 = new ConsoleCharacter[][consoleHeight4];
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consoleForeColor = 15;//#T_WHITE
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for(int i = 0; i < console.length; i++)
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{
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console[i] = new ConsoleCharacter[consoleWidth];
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console[i][] = ConsoleCharacter(0, consoleForeColor, consoleBackColor);
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}
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for(int i = 0; i < consoleDisplay1.length; i++)
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{
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consoleDisplay1[i] = new ConsoleCharacter[consoleWidthDisplay1];
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consoleDisplay1[i][] = ConsoleCharacter(0, consoleForeColor, consoleBackColor);
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}
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for(int i = 0; i < console4.length; i++)
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{
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console4[i] = new ConsoleCharacter[consoleWidth4];
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console4[i][] = ConsoleCharacter(0, consoleForeColor, consoleBackColor);
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}
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CSRXs[] = 0;
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CSRYs[] = 0;
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CSRZs[] = 0;
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display(petitcom.displaynum);
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}
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for(int i = 0; i < consoleDisplay1.length; i++)
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{
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consoleDisplay1[i] = new ConsoleCharacter[consoleWidthDisplay1];
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consoleDisplay1[i][] = ConsoleCharacter(0, consoleForeColor, consoleBackColor);
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}
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for(int i = 0; i < console4.length; i++)
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{
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console4[i] = new ConsoleCharacter[consoleWidth4];
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console4[i][] = ConsoleCharacter(0, consoleForeColor, consoleBackColor);
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}
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CSRXs[] = 0;
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CSRYs[] = 0;
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CSRZs[] = 0;
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display(petitcom.displaynum);
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}
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bool visible()
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{
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@@ -214,23 +218,26 @@ class Console
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}
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void display(int number)
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{
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if(petitcom.xscreenmode == 2)
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synchronized(this)
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{
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consoleHeightC = consoleHeight4;
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consoleWidthC = consoleWidth4;
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consoleC = console4;
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return;
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if(petitcom.xscreenmode == 2)
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{
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consoleHeightC = consoleHeight4;
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consoleWidthC = consoleWidth4;
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consoleC = console4;
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return;
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}
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if(number == 1)
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{
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consoleHeightC = consoleHeightDisplay1;
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consoleWidthC = consoleWidthDisplay1;
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consoleC = consoleDisplay1;
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return;
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}
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consoleHeightC = consoleHeight;
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consoleWidthC = consoleWidth;
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consoleC = console;
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}
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if(number == 1)
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{
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consoleHeightC = consoleHeightDisplay1;
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consoleWidthC = consoleWidthDisplay1;
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consoleC = consoleDisplay1;
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return;
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}
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consoleHeightC = consoleHeight;
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consoleWidthC = consoleWidth;
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consoleC = console;
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}
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void drawCharacter(int x, int y, ConsoleCharacter ch)
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{
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@@ -310,124 +317,127 @@ class Console
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{
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glLoadIdentity();
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}
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if(petitcom.xscreenmode == 2 && (visibles[0] || showCursor)/*XSCREEN4*/)
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synchronized(this)
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{
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glBindTexture(GL_TEXTURE_2D, GRPF.glTexture);
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glDisable(GL_TEXTURE_2D);
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glBegin(GL_QUADS);
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for(int y = 0; y < consoleHeight4; y++)
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for(int x = 0; x < consoleWidth4; x++)
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{
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auto back = consoleColorGL[console4[y][x].backColor];
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if(back)
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if(petitcom.xscreenmode == 2 && (visibles[0] || showCursor)/*XSCREEN4*/)
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{
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glBindTexture(GL_TEXTURE_2D, GRPF.glTexture);
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glDisable(GL_TEXTURE_2D);
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glBegin(GL_QUADS);
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for(int y = 0; y < consoleHeight4; y++)
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for(int x = 0; x < consoleWidth4; x++)
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{
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glColor4ubv(cast(ubyte*)&back);
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glVertex3f(x * 8, y * 8 + 8, 1024);
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glVertex3f(x * 8, y * 8, 1024);
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glVertex3f(x * 8 + 8, y * 8, 1024);
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glVertex3f(x * 8 + 8, y * 8 + 8, 1024);
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auto back = consoleColorGL[console4[y][x].backColor];
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if(back)
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{
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glColor4ubv(cast(ubyte*)&back);
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glVertex3f(x * 8, y * 8 + 8, 1024);
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glVertex3f(x * 8, y * 8, 1024);
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glVertex3f(x * 8 + 8, y * 8, 1024);
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glVertex3f(x * 8 + 8, y * 8 + 8, 1024);
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}
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}
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if(showCursor && animationCursor)
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{
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glColor4ubv(cast(ubyte*)&consoleColorGL[15]);
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glVertex3f((CSRX * 8), (CSRY * 8 + 8), -256);
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glVertex3f((CSRX * 8), (CSRY * 8), -256);
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glVertex3f((CSRX * 8 + 2), (CSRY * 8), -256);
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glVertex3f((CSRX * 8 + 2), (CSRY * 8 + 8), -256);
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}
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if(showCursor && animationCursor)
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{
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glColor4ubv(cast(ubyte*)&consoleColorGL[15]);
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glVertex3f((CSRX * 8), (CSRY * 8 + 8), -256);
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glVertex3f((CSRX * 8), (CSRY * 8), -256);
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glVertex3f((CSRX * 8 + 2), (CSRY * 8), -256);
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glVertex3f((CSRX * 8 + 2), (CSRY * 8 + 8), -256);
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}
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glEnd();
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glEnable(GL_TEXTURE_2D);
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glEnd();
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glEnable(GL_TEXTURE_2D);
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glBegin(GL_QUADS);
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for(int y = 0; y < consoleHeight4; y++)
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for(int x = 0; x < consoleWidth4; x++)
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{
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drawCharacter(x, y, console4[y][x]);
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}
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glEnd();
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return;
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}
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if (showCursor || visibles[0])
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{
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glBindTexture(GL_TEXTURE_2D, GRPF.glTexture);
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glDisable(GL_TEXTURE_2D);
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glBegin(GL_QUADS);
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for(int y = 0; y < consoleHeight; y++)
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for(int x = 0; x < consoleWidth; x++)
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{
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auto back = consoleColorGL[console[y][x].backColor];
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if(back)
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glBegin(GL_QUADS);
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for(int y = 0; y < consoleHeight4; y++)
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for(int x = 0; x < consoleWidth4; x++)
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{
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glColor4ubv(cast(ubyte*)&back);
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glVertex3f(x * 8, y * 8 + 8, 1024);
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glVertex3f(x * 8, y * 8, 1024);
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glVertex3f(x * 8 + 8, y * 8, 1024);
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glVertex3f(x * 8 + 8, y * 8 + 8, 1024);
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drawCharacter(x, y, console4[y][x]);
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}
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}
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if(petitcom.displaynum == 0 && showCursor && animationCursor)
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{
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glColor4ubv(cast(ubyte*)&consoleColorGL[15]);
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glVertex3f((CSRX * 8), (CSRY * 8 + 8), -256);
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glVertex3f((CSRX * 8), (CSRY * 8), -256);
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glVertex3f((CSRX * 8 + 2), (CSRY * 8), -256);
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glVertex3f((CSRX * 8 + 2), (CSRY * 8 + 8), -256);
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}
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glEnd();
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glEnable(GL_TEXTURE_2D);
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glBegin(GL_QUADS);
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for(int y = 0; y < consoleHeight; y++)
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for(int x = 0; x < consoleWidth; x++)
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{
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drawCharacter(x, y, console[y][x]);
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}
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glEnd();
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if(petitcom.xscreenmode != 1)
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{
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glEnd();
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return;
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}
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}
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if (visibles[1] || showCursor)
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{
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//下画面
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petitcom.chScreen(40, 0, 400, 240);
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adjustScreen();
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glBindTexture(GL_TEXTURE_2D, GRPF.glTexture);
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glDisable(GL_TEXTURE_2D);
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glBegin(GL_QUADS);
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for(int y = 0; y < consoleHeightDisplay1; y++)
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for(int x = 0; x < consoleWidthDisplay1; x++)
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{
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auto back = consoleColorGL[consoleDisplay1[y][x].backColor];
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if(back)
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{
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glColor4ubv(cast(ubyte*)&back);
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glVertex3f(x * 8, y * 8 + 8, 1024);
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glVertex3f(x * 8, y * 8, 1024);
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glVertex3f(x * 8 + 8, y * 8, 1024);
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glVertex3f(x * 8 + 8, y * 8 + 8, 1024);
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}
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}
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if(petitcom.displaynum == 1 && showCursor && animationCursor)
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if (showCursor || visibles[0])
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{
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glColor4ubv(cast(ubyte*)&consoleColorGL[15]);
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glVertex3f((CSRX * 8), (CSRY * 8 + 8), -256);
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glVertex3f((CSRX * 8), (CSRY * 8), -256);
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glVertex3f((CSRX * 8 + 2), (CSRY * 8), -256);
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glVertex3f((CSRX * 8 + 2), (CSRY * 8 + 8), -256);
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}
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glEnd();
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glEnable(GL_TEXTURE_2D);
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glBegin(GL_QUADS);
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for(int y = 0; y < consoleHeightDisplay1; y++)
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for(int x = 0; x < consoleWidthDisplay1; x++)
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glBindTexture(GL_TEXTURE_2D, GRPF.glTexture);
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glDisable(GL_TEXTURE_2D);
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glBegin(GL_QUADS);
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for(int y = 0; y < consoleHeight; y++)
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for(int x = 0; x < consoleWidth; x++)
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{
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auto back = consoleColorGL[console[y][x].backColor];
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if(back)
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{
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glColor4ubv(cast(ubyte*)&back);
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glVertex3f(x * 8, y * 8 + 8, 1024);
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glVertex3f(x * 8, y * 8, 1024);
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glVertex3f(x * 8 + 8, y * 8, 1024);
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glVertex3f(x * 8 + 8, y * 8 + 8, 1024);
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}
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}
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if(petitcom.displaynum == 0 && showCursor && animationCursor)
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{
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drawCharacter(x, y, consoleDisplay1[y][x]);
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glColor4ubv(cast(ubyte*)&consoleColorGL[15]);
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glVertex3f((CSRX * 8), (CSRY * 8 + 8), -256);
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glVertex3f((CSRX * 8), (CSRY * 8), -256);
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glVertex3f((CSRX * 8 + 2), (CSRY * 8), -256);
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glVertex3f((CSRX * 8 + 2), (CSRY * 8 + 8), -256);
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}
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glEnd();
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glEnd();
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glEnable(GL_TEXTURE_2D);
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glBegin(GL_QUADS);
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for(int y = 0; y < consoleHeight; y++)
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for(int x = 0; x < consoleWidth; x++)
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{
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drawCharacter(x, y, console[y][x]);
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}
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glEnd();
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if(petitcom.xscreenmode != 1)
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{
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return;
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}
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}
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if (visibles[1] || showCursor)
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{
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//下画面
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petitcom.chScreen(40, 0, 400, 240);
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adjustScreen();
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glBindTexture(GL_TEXTURE_2D, GRPF.glTexture);
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glDisable(GL_TEXTURE_2D);
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glBegin(GL_QUADS);
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for(int y = 0; y < consoleHeightDisplay1; y++)
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for(int x = 0; x < consoleWidthDisplay1; x++)
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{
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auto back = consoleColorGL[consoleDisplay1[y][x].backColor];
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if(back)
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{
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glColor4ubv(cast(ubyte*)&back);
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glVertex3f(x * 8, y * 8 + 8, 1024);
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glVertex3f(x * 8, y * 8, 1024);
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glVertex3f(x * 8 + 8, y * 8, 1024);
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glVertex3f(x * 8 + 8, y * 8 + 8, 1024);
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}
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}
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if(petitcom.displaynum == 1 && showCursor && animationCursor)
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{
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glColor4ubv(cast(ubyte*)&consoleColorGL[15]);
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glVertex3f((CSRX * 8), (CSRY * 8 + 8), -256);
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glVertex3f((CSRX * 8), (CSRY * 8), -256);
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glVertex3f((CSRX * 8 + 2), (CSRY * 8), -256);
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glVertex3f((CSRX * 8 + 2), (CSRY * 8 + 8), -256);
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}
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glEnd();
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glEnable(GL_TEXTURE_2D);
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glBegin(GL_QUADS);
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for(int y = 0; y < consoleHeightDisplay1; y++)
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for(int x = 0; x < consoleWidthDisplay1; x++)
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{
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drawCharacter(x, y, consoleDisplay1[y][x]);
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}
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glEnd();
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}
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}
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}
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void print(T...)(T args)
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