#include <stdio.h>
#include <stdlib.h>
+#include <limits.h>
#include <SDL/SDL.h>
#include "demo.h"
static long start_time;
static SDL_Surface *fbsurf;
+static int fbscale = 2;
+static int xsz, ysz;
+
int main(int argc, char **argv)
{
+ int s, i, j;
+ char *env;
+ unsigned short *sptr, *dptr;
unsigned int sdl_flags = SDL_SWSURFACE;
+ if((env = getenv("FBSCALE")) && (s = atoi(env))) {
+ fbscale = s;
+ printf("Framebuffer scaling x%d\n", fbscale);
+ }
+
+ xsz = fb_width * fbscale;
+ ysz = fb_height * fbscale;
+
+ if(!(fb_pixels = malloc(fb_width * fb_height * fb_bpp / CHAR_BIT))) {
+ fprintf(stderr, "failed to allocate virtual framebuffer\n");
+ return 1;
+ }
+ vmem_front = vmem_back = fb_pixels;
+
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER);
- if(!(fbsurf = SDL_SetVideoMode(fb_width, fb_height, fb_bpp, sdl_flags))) {
+ if(!(fbsurf = SDL_SetVideoMode(xsz, ysz, fb_bpp, sdl_flags))) {
fprintf(stderr, "failed to set video mode %dx%d %dbpp\n", fb_width, fb_height, fb_bpp);
+ free(fb_pixels);
+ SDL_Quit();
return 1;
}
- SDL_WM_SetCaption("dosdemo SDLemu", 0);
+ SDL_WM_SetCaption("dosdemo/SDL", 0);
time_msec = 0;
if(demo_init(argc, argv) == -1) {
+ free(fb_pixels);
+ SDL_Quit();
return 1;
}
start_time = SDL_GetTicks();
}
time_msec = SDL_GetTicks() - start_time;
+ demo_draw();
+
if(SDL_MUSTLOCK(fbsurf)) {
SDL_LockSurface(fbsurf);
}
- fb_pixels = fbsurf->pixels;
- demo_draw();
+ sptr = fb_pixels;
+ dptr = fbsurf->pixels;
+ for(i=0; i<fb_height; i++) {
+ for(j=0; j<fb_width; j++) {
+ int x, y;
+ unsigned short pixel = *sptr++;
+
+ for(y=0; y<fbscale; y++) {
+ for(x=0; x<fbscale; x++) {
+ dptr[y * xsz + x] = pixel;
+ }
+ }
+ dptr += fbscale;
+ }
+ dptr += xsz * (fbscale - 1);
+ }
if(SDL_MUSTLOCK(fbsurf)) {
SDL_UnlockSurface(fbsurf);
quit = 1;
}
+void swap_buffers(void *pixels)
+{
+ /* do nothing, all pointers point to the same buffer */
+}
+
static void handle_event(SDL_Event *ev)
{
switch(ev->type) {
demo_keyboard(ev->key.keysym.sym, ev->key.state == SDL_PRESSED ? 1 : 0);
break;
+ case SDL_MOUSEMOTION:
+ mouse_x = ev->motion.x / fbscale;
+ mouse_y = ev->motion.y / fbscale;
+ break;
+
+ case SDL_MOUSEBUTTONDOWN:
+ mouse_bmask |= 1 << ev->button.button;
+ if(0) {
+ case SDL_MOUSEBUTTONUP:
+ mouse_bmask &= ~(1 << ev->button.button);
+ }
+ mouse_x = ev->button.x / fbscale;
+ mouse_y = ev->button.y / fbscale;
+ break;
+
default:
break;
}