SPHOMEのバグ修正とLinuxでコンパイル通るようにした
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@@ -490,6 +490,7 @@ class Compiler
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break;
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}
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}
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goto default;
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default:
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stderr.writeln("ERROR");
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break;
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@@ -472,7 +472,7 @@ class PetitComputer
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int keybufferpos;
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int keybufferlen;
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//解析した結果キー入力のバッファは127くらい
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wchar[] keybuffer = new wchar[128];
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wchar[] keybuffer;// = new wchar[128];//Linuxだとこうやって確保した場合書き込むとSEGV
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void sendKey(wchar key)
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{
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keybuffer[keybufferpos] = cast(wchar)key;
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@@ -482,7 +482,6 @@ class PetitComputer
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keybufferpos = (keybufferpos + 1) % keybuffer.length;
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}
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Mutex grpmutex;
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otya.smilebasic.draw.Draw draw;
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int displaynum;
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void renderGraphic()
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{
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@@ -659,7 +658,6 @@ class PetitComputer
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//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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//glAlphaFunc(GL_GEQUAL, 0.5);
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//glEnable(GL_ALPHA_TEST);
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draw = new otya.smilebasic.draw.Draw(this);
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// sprite.spset(0, 0);
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// sprite.spofs(0, 9, 8);
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//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@@ -834,6 +832,7 @@ class PetitComputer
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int maincnt;
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void run()
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{
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keybuffer = new wchar[128];
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init();
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SDL_Init(SDL_INIT_VIDEO);
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/+for(int i = 0; i < GRPFColor.length; i++)
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@@ -847,20 +846,20 @@ class PetitComputer
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consolem = new Mutex();
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keybuffermutex = new Mutex();
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grpmutex = new Mutex();
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sprite = new Sprite(this);
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core.thread.Thread thread = new core.thread.Thread(&render);
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thread.start();
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sprite = new Sprite(this);
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for(int i = 0; i < bg.length; i++)
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bg[i] = new BG(this);
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auto startTicks = SDL_GetTicks();
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//とりあえず
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auto parser = new Parser(
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//readText("./SYS/GAME6TALK.TXT").to!wstring
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readText("./SYS/GAME4SHOOTER.TXT").to!wstring
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//readText("./SYS/GAME4SHOOTER.TXT").to!wstring
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//readText("./SYS/GAME2RPG.TXT").to!wstring
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//readText("./SYS/GAME1DOTRC.TXT").to!wstring
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//readText(input("LOAD PROGRAM:", true).to!string).to!wstring
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//readText("./SYS/EX8TECDEMO.TXT").to!wstring
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readText("./SYS/EX8TECDEMO.TXT").to!wstring
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//readText("./SYS/EX1TEXT.TXT").to!wstring
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//readText("FIZZBUZZ.TXT").to!wstring
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//readText("TEST.TXT").to!wstring
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@@ -425,7 +425,7 @@ class Sprite
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{
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int x = cast(int)sprite.x;// - cast(int)(sprite.homex * sprite.scalex);
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int y = cast(int)sprite.y;// - cast(int)(sprite.homey * sprite.scaley);
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auto homex2 = ((sprite.w / 2 ) - sprite.homex) / dish;
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auto homex2 = ((sprite.w / 2 ) - sprite.homex) / disw;
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auto homey2 = ((sprite.h / 2 ) - sprite.homey) / dish;
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int w = sprite.w;
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int h = sprite.h;
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