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Fix console for BIG

This commit is contained in:
otya128
2016-12-10 17:02:17 +09:00
parent 1a6332d830
commit 92e5f3abc4
3 changed files with 170 additions and 255 deletions

View File

@@ -156,9 +156,14 @@ struct Slot
}
}
}
struct Size
{
int width, height;
}
struct Display
{
SDL_Rect[] rect;
Size windowSize;
}
class PetitComputer
{
@@ -306,6 +311,7 @@ class PetitComputer
screenHeight = 240;
screenWidthDisplay1 = 320;
screenHeightDisplay1 = 240;
currentDisplay = Display([SDL_Rect(0, 0, screenWidth, screenHeight)]);
console = new Console(this);
if(!exists(fontTableFile))
{
@@ -317,7 +323,6 @@ class PetitComputer
{
console.loadFontTable();
}
currentDisplay = Display([SDL_Rect(0, 0, screenWidth, screenHeight)]);
display(0);
writeln("OK");
}
@@ -391,12 +396,15 @@ class PetitComputer
glLoadIdentity();
glOrtho(0, w, h, 0, 1024, -2048);
}
void chScreen2(int x, int y, int w, int h)
{
glViewport(x, currentDisplay.windowSize.height - h - y, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, w, h, 0, 1024, -2048);
}
Button[] buttonTable;
Sprite sprite;
struct Size
{
int width, height;
}
Size[7] resolutionTable = [Size(256, 192), Size(320, 200), Size(320, 240), Size(400, 240), Size(640, 400), Size(640, 480), Size(854, 480)];
int xscreenmode = 0;
int bgmax;
@@ -411,56 +419,59 @@ class PetitComputer
Display currentDisplay;
void xscreen(int mode, int tv, int gamepad, int sprite, int bg)
{
this.sprite.spclr();
this.sprite.spmax = sprite;
this.bgmax = bg;
//BG
int mode2 = mode / 2;
xscreenmode = mode2;
if(mode2 == 0)
synchronized(renderSync)
{
SDL_SetWindowSize(window, 400, 240);
currentDisplay = Display([SDL_Rect(0, 0, screenWidth, screenHeight)]);
}
if(mode2 == 1)
{
currentDisplay = Display([SDL_Rect(0, 0, screenWidth, screenHeight), SDL_Rect((screenWidth - screenWidthDisplay1) / 2, screenHeight, screenWidthDisplay1, screenHeightDisplay1)]);
SDL_SetWindowSize(window, 400, 480);
display(1);
graphic.clip(false);
graphic.clip(true);
}
if(mode == 4)
{
SDL_SetWindowSize(window, 320, 240 * 2);
currentDisplay = Display([SDL_Rect(0, 0, screenWidthDisplay1, screenHeight + screenHeightDisplay1)]);
}
if (mode == 5)
{
SDL_SetWindowSize(window, resolutionTable[tv].width, resolutionTable[tv].height);
currentDisplay = Display([SDL_Rect(0, 0, resolutionTable[tv].width, resolutionTable[tv].height)]);
xscreenmode = 3;
}
if (mode == 6)
{
auto display0 = SDL_Rect(0, 0, resolutionTable[tv].width, resolutionTable[tv].height);
auto display1 = SDL_Rect(0, resolutionTable[tv].height, resolutionTable[gamepad].width, resolutionTable[gamepad].height);
if (resolutionTable[tv].width > resolutionTable[gamepad].width)
this.sprite.spclr();
this.sprite.spmax = sprite;
this.bgmax = bg;
//BG
xscreenmode = mode2;
if(mode2 == 0)
{
display1.x = (resolutionTable[tv].width - resolutionTable[gamepad].width) / 2;
currentDisplay = Display([SDL_Rect(0, 0, screenWidth, screenHeight)], Size(400, 240));
}
else
if(mode2 == 1)
{
display0.x = (resolutionTable[gamepad].width - resolutionTable[tv].width) / 2;
currentDisplay = Display([SDL_Rect(0, 0, screenWidth, screenHeight), SDL_Rect((screenWidth - screenWidthDisplay1) / 2, screenHeight, screenWidthDisplay1, screenHeightDisplay1)], Size(400, 480));
}
if(mode == 4)
{
currentDisplay = Display([SDL_Rect(0, 0, screenWidthDisplay1, screenHeight + screenHeightDisplay1)], Size(320, 480));
}
if (mode == 5)
{
currentDisplay = Display([SDL_Rect(0, 0, resolutionTable[tv].width, resolutionTable[tv].height)], Size(resolutionTable[tv].width, resolutionTable[tv].height));
xscreenmode = 3;
}
if (mode == 6)
{
auto display0 = SDL_Rect(0, 0, resolutionTable[tv].width, resolutionTable[tv].height);
auto display1 = SDL_Rect(0, resolutionTable[tv].height, resolutionTable[gamepad].width, resolutionTable[gamepad].height);
if (resolutionTable[tv].width > resolutionTable[gamepad].width)
{
display1.x = (resolutionTable[tv].width - resolutionTable[gamepad].width) / 2;
}
else
{
display0.x = (resolutionTable[gamepad].width - resolutionTable[tv].width) / 2;
}
currentDisplay = Display([display0, display1], Size(std.algorithm.max(resolutionTable[gamepad].width, resolutionTable[tv].width), std.algorithm.max(resolutionTable[gamepad].height, resolutionTable[tv].height)));
xscreenmode = 4;
}
displaynum = 0;
console.changeDisplay(currentDisplay);
for (int i = currentDisplay.rect.length - 1; i >= 0; i--)
{
display(i);
graphic.clip(false);
graphic.clip(true);
}
currentDisplay = Display([display0, display1]);
SDL_SetWindowSize(window, std.algorithm.max(resolutionTable[gamepad].width, resolutionTable[tv].width), std.algorithm.max(resolutionTable[gamepad].height, resolutionTable[tv].height));
xscreenmode = 4;
}
display(0);
graphic.clip(false);
graphic.clip(true);
SDL_SetWindowSize(window, currentDisplay.windowSize.width, currentDisplay.windowSize.height);
}
BG getBG(int layer)
{
if(displaynum)
@@ -517,6 +528,7 @@ class PetitComputer
{
return petitcomBackcolor;
}
Object renderSync = new Object();
void render()
{
try
@@ -640,101 +652,104 @@ class PetitComputer
loopcnt = 0;
}
}
glLoadIdentity();
graphic.draw();
chScreen(0, 0, 400, 240);
if(xscreenmode == 1)
synchronized(renderSync)
{
chScreen(0, 240, 400, 240);
}
if(xscreenmode == 2)
{
chScreen(0, 0, 320, 480);
}
{
ubyte r, g, b, a;
RGBRead(petitcomBackcolor, r, g, b, a);
glClearColor(r / 255f, g / 255f, b / 255f, 1);
}
//描画の順位
//sprite>GRP>console>BG
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
version(test) glLoadIdentity();
version(test) glRotatef(rot_test_deg, rot_test_x, rot_test_y, rot_test_z);
console.render();
if(xscreenmode == 1)
{
chScreen(0, 240, 400, 240);
}
if(xscreenmode == 2)
{
graphic.render(0, 320, 480);
}
else
{
graphic.render(0, 400, 240);
}
if(xscreenmode == 1)
{
chScreen(40, 0, 320, 240);
graphic.render(1, 320, 240);
chScreen(0, 240, 400, 240);
}
if(xscreenmode == 2)
{
chScreen(0, 0, 320, 480);
}
if(xscreenmode == 1)
{
chScreen(0, 240, 400, 240);
}
version(test) glLoadIdentity();
version(test) glRotatef(rot_test_deg, rot_test_x, rot_test_y, rot_test_z);
glBindTexture(GL_TEXTURE_2D, graphic.GRP[bgpage].glTexture);
if(xscreenmode == 2 && BGvisibles[0])
{
for(int i = 0; i < bgmax; i++)
glLoadIdentity();
graphic.draw();
chScreen(0, 0, 400, 240);
if(xscreenmode == 1)
{
bg[i].render(320f, 480f);
chScreen(0, 240, 400, 240);
}
}
else
{
if (BGvisibles[0])
if(xscreenmode == 2)
{
chScreen(0, 0, 320, 480);
}
{
ubyte r, g, b, a;
RGBRead(petitcomBackcolor, r, g, b, a);
glClearColor(r / 255f, g / 255f, b / 255f, 1);
}
//描画の順位
//sprite>GRP>console>BG
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
version(test) glLoadIdentity();
version(test) glRotatef(rot_test_deg, rot_test_x, rot_test_y, rot_test_z);
console.render();
if(xscreenmode == 1)
{
chScreen(0, 240, 400, 240);
}
if(xscreenmode == 2)
{
graphic.render(0, 320, 480);
}
else
{
graphic.render(0, 400, 240);
}
if(xscreenmode == 1)
{
chScreen(40, 0, 320, 240);
graphic.render(1, 320, 240);
chScreen(0, 240, 400, 240);
}
if(xscreenmode == 2)
{
chScreen(0, 0, 320, 480);
}
if(xscreenmode == 1)
{
chScreen(0, 240, 400, 240);
}
version(test) glLoadIdentity();
version(test) glRotatef(rot_test_deg, rot_test_x, rot_test_y, rot_test_z);
glBindTexture(GL_TEXTURE_2D, graphic.GRP[bgpage].glTexture);
if(xscreenmode == 2 && BGvisibles[0])
{
for(int i = 0; i < bgmax; i++)
{
bg[i].render(400f, 240f);
bg[i].render(320f, 480f);
}
}
if(xscreenmode == 1 && BGvisibles[1])
else
{
chScreen(40, 0, 320, 240);
for(int i = bgmax; i < bg.length; i++)
if (BGvisibles[0])
{
bg[i].render(320f, 240f);
for(int i = 0; i < bgmax; i++)
{
bg[i].render(400f, 240f);
}
}
if(xscreenmode == 1 && BGvisibles[1])
{
chScreen(40, 0, 320, 240);
for(int i = bgmax; i < bg.length; i++)
{
bg[i].render(320f, 240f);
}
chScreen(0, 240, 400, 240);
}
glMatrixMode(GL_MODELVIEW);
}
version(test) glLoadIdentity();
version(test) glRotatef(rot_test_deg, rot_test_x, rot_test_y, rot_test_z);
if(xscreenmode == 1)
{
chScreen(0, 240, 400, 240);
}
glMatrixMode(GL_MODELVIEW);
//http://marina.sys.wakayama-u.ac.jp/~tokoi/?date=20081122 みたいな方法もあるけどとりあえず
//とりあえず一番楽な方法
//これだと同一Zでスプライトが一番下に来てしまうのでZ値を補正する必要がある->やった
glEnable(GL_BLEND);
glDepthMask(GL_FALSE);//スプライト同士でのZバッファは半透明だと邪魔なので無効
sprite.render();//Zソートすべき->やった->プチコンの挙動的に安定ソートか非安定ソートか
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
SDL_GL_SwapWindow(window);
}
version(test) glLoadIdentity();
version(test) glRotatef(rot_test_deg, rot_test_x, rot_test_y, rot_test_z);
if(xscreenmode == 1)
{
chScreen(0, 240, 400, 240);
}
//http://marina.sys.wakayama-u.ac.jp/~tokoi/?date=20081122 みたいな方法もあるけどとりあえず
//とりあえず一番楽な方法
//これだと同一Zでスプライトが一番下に来てしまうのでZ値を補正する必要がある->やった
glEnable(GL_BLEND);
glDepthMask(GL_FALSE);//スプライト同士でのZバッファは半透明だと邪魔なので無効
sprite.render();//Zソートすべき->やった->プチコンの挙動的に安定ソートか非安定ソートか
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
SDL_GL_SwapWindow(window);
auto renderticks = (SDL_GetTicks() - profile);
if(renderprofile) writeln(renderticks);
int mousex, mousey;