Fix console for BIG
This commit is contained in:
@@ -1418,7 +1418,7 @@ class BuiltinFunction
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}
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static int CHKCHR(PetitComputer p, int x, int y)
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{
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return cast(int)(p.console.console[y][x].character);
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return cast(int)(p.console.console[p.displaynum][y][x].character);
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}
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struct FixedBuffer(T, size_t S)
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{
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@@ -63,9 +63,7 @@ class Console
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0xFFFFFFFF,
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];
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int[] consoleColorGL = new int[16];
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ConsoleCharacter[][] console;
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ConsoleCharacter[][] consoleDisplay1;
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ConsoleCharacter[][] console4;
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ConsoleCharacter[][][] console;
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int[2] CSRXs;
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int[2] CSRYs;
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int[2] CSRZs;
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@@ -113,28 +111,16 @@ class Console
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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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console = new ConsoleCharacter[][][petitcom.currentDisplay.rect.length];
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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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console[i] = new ConsoleCharacter[][petitcom.currentDisplay.rect[i].h / fontHeight];
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for(int j = 0; j < console[i].length; j++)
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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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console[i][j] = new ConsoleCharacter[petitcom.currentDisplay.rect[i].w / fontWidth];
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console[i][j][] = 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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@@ -142,6 +128,11 @@ class Console
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display(petitcom.displaynum);
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}
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}
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//FIXME:画面サイズが変わらないと画面はクリアされないのにクリアされる
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void changeDisplay(ref Display display)
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{
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width(fontWidth);
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}
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bool visible()
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{
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return visibles[petitcom.displaynum];
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@@ -220,23 +211,9 @@ class Console
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{
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synchronized(this)
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{
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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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consoleHeightC = petitcom.currentDisplay.rect[number].h / fontHeight;
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consoleWidthC = petitcom.currentDisplay.rect[number].w / fontWidth;
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consoleC = console[number];
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}
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}
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void drawCharacter(int x, int y, ConsoleCharacter ch)
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@@ -318,54 +295,21 @@ class Console
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glLoadIdentity();
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}
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synchronized(this)
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{
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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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for (int i = 0; i < petitcom.currentDisplay.rect.length; i++)
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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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{
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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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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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if (!visibles[i] && !showCursor)
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continue;
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petitcom.chScreen2(petitcom.currentDisplay.rect[i].x, petitcom.currentDisplay.rect[i].y, petitcom.currentDisplay.rect[i].w, petitcom.currentDisplay.rect[i].h);
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int consoleWidth = petitcom.currentDisplay.rect[i].w / fontWidth;
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int consoleHeight = petitcom.currentDisplay.rect[i].h / fontHeight;
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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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auto back = consoleColorGL[console[i][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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@@ -375,7 +319,7 @@ class Console
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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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if(petitcom.displaynum == i && 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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@@ -390,51 +334,7 @@ class Console
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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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drawCharacter(x, y, console[i][y][x]);
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}
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glEnd();
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}
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@@ -156,9 +156,14 @@ struct Slot
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}
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}
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}
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struct Size
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{
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int width, height;
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}
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struct Display
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{
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SDL_Rect[] rect;
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Size windowSize;
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}
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class PetitComputer
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{
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@@ -306,6 +311,7 @@ class PetitComputer
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screenHeight = 240;
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screenWidthDisplay1 = 320;
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screenHeightDisplay1 = 240;
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currentDisplay = Display([SDL_Rect(0, 0, screenWidth, screenHeight)]);
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console = new Console(this);
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if(!exists(fontTableFile))
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{
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@@ -317,7 +323,6 @@ class PetitComputer
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{
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console.loadFontTable();
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}
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currentDisplay = Display([SDL_Rect(0, 0, screenWidth, screenHeight)]);
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display(0);
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writeln("OK");
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}
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@@ -391,12 +396,15 @@ class PetitComputer
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glLoadIdentity();
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glOrtho(0, w, h, 0, 1024, -2048);
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}
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void chScreen2(int x, int y, int w, int h)
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{
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glViewport(x, currentDisplay.windowSize.height - h - y, w, h);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(0, w, h, 0, 1024, -2048);
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}
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Button[] buttonTable;
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Sprite sprite;
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struct Size
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{
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int width, height;
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}
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Size[7] resolutionTable = [Size(256, 192), Size(320, 200), Size(320, 240), Size(400, 240), Size(640, 400), Size(640, 480), Size(854, 480)];
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int xscreenmode = 0;
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int bgmax;
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@@ -410,35 +418,30 @@ class PetitComputer
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}
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Display currentDisplay;
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void xscreen(int mode, int tv, int gamepad, int sprite, int bg)
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{
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int mode2 = mode / 2;
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synchronized(renderSync)
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{
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this.sprite.spclr();
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this.sprite.spmax = sprite;
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this.bgmax = bg;
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//BG
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int mode2 = mode / 2;
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xscreenmode = mode2;
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if(mode2 == 0)
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{
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SDL_SetWindowSize(window, 400, 240);
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currentDisplay = Display([SDL_Rect(0, 0, screenWidth, screenHeight)]);
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currentDisplay = Display([SDL_Rect(0, 0, screenWidth, screenHeight)], Size(400, 240));
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}
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if(mode2 == 1)
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{
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currentDisplay = Display([SDL_Rect(0, 0, screenWidth, screenHeight), SDL_Rect((screenWidth - screenWidthDisplay1) / 2, screenHeight, screenWidthDisplay1, screenHeightDisplay1)]);
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SDL_SetWindowSize(window, 400, 480);
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display(1);
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graphic.clip(false);
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graphic.clip(true);
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currentDisplay = Display([SDL_Rect(0, 0, screenWidth, screenHeight), SDL_Rect((screenWidth - screenWidthDisplay1) / 2, screenHeight, screenWidthDisplay1, screenHeightDisplay1)], Size(400, 480));
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}
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if(mode == 4)
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{
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SDL_SetWindowSize(window, 320, 240 * 2);
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currentDisplay = Display([SDL_Rect(0, 0, screenWidthDisplay1, screenHeight + screenHeightDisplay1)]);
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currentDisplay = Display([SDL_Rect(0, 0, screenWidthDisplay1, screenHeight + screenHeightDisplay1)], Size(320, 480));
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}
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if (mode == 5)
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{
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SDL_SetWindowSize(window, resolutionTable[tv].width, resolutionTable[tv].height);
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currentDisplay = Display([SDL_Rect(0, 0, resolutionTable[tv].width, resolutionTable[tv].height)]);
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currentDisplay = Display([SDL_Rect(0, 0, resolutionTable[tv].width, resolutionTable[tv].height)], Size(resolutionTable[tv].width, resolutionTable[tv].height));
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xscreenmode = 3;
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}
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if (mode == 6)
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@@ -453,14 +456,22 @@ class PetitComputer
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{
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display0.x = (resolutionTable[gamepad].width - resolutionTable[tv].width) / 2;
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}
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currentDisplay = Display([display0, display1]);
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SDL_SetWindowSize(window, std.algorithm.max(resolutionTable[gamepad].width, resolutionTable[tv].width), std.algorithm.max(resolutionTable[gamepad].height, resolutionTable[tv].height));
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currentDisplay = Display([display0, display1], Size(std.algorithm.max(resolutionTable[gamepad].width, resolutionTable[tv].width), std.algorithm.max(resolutionTable[gamepad].height, resolutionTable[tv].height)));
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xscreenmode = 4;
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}
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display(0);
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displaynum = 0;
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console.changeDisplay(currentDisplay);
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for (int i = currentDisplay.rect.length - 1; i >= 0; i--)
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{
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display(i);
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graphic.clip(false);
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graphic.clip(true);
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}
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}
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SDL_SetWindowSize(window, currentDisplay.windowSize.width, currentDisplay.windowSize.height);
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}
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BG getBG(int layer)
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{
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if(displaynum)
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@@ -517,6 +528,7 @@ class PetitComputer
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{
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return petitcomBackcolor;
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}
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Object renderSync = new Object();
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void render()
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{
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try
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@@ -640,6 +652,8 @@ class PetitComputer
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loopcnt = 0;
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}
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}
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synchronized(renderSync)
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{
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glLoadIdentity();
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graphic.draw();
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chScreen(0, 0, 400, 240);
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@@ -735,6 +749,7 @@ class PetitComputer
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glDepthMask(GL_TRUE);
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glDisable(GL_BLEND);
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SDL_GL_SwapWindow(window);
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}
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auto renderticks = (SDL_GetTicks() - profile);
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if(renderprofile) writeln(renderticks);
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int mousex, mousey;
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