} else if(tm < FADE_DUR * 3) {
fade = 256 - (tm - 2 * FADE_DUR) * 256 / FADE_DUR;
} else {
+ fade = 0;
menu_start();
- return;
}
for(i=0; i<fb_height; i++) {
static int quit;
static SDL_Surface *fbsurf;
-static int fbscale = 2;
+static int fbscale = 1;
static int xsz, ysz;
static unsigned int sdl_flags = SDL_SWSURFACE;
xsz = FB_WIDTH * fbscale;
ysz = FB_HEIGHT * fbscale;
+ fb_width = xsz;
+ fb_height = ysz;
/* allocate 1 extra row as a guard band, until we fucking fix the rasterizer */
if(!(fb_pixels = malloc(FB_WIDTH * (FB_HEIGHT + 1) * FB_BPP / CHAR_BIT))) {
toggle_fullscreen();
break;
}
- key = sdlkey_to_gamekey(ev->key.keysym.sym, ev->key.keysym.mod);
- key_event(key, ev->key.state == SDL_PRESSED ? 1 : 0);
+ if(key_event) {
+ key = sdlkey_to_gamekey(ev->key.keysym.sym, ev->key.keysym.mod);
+ key_event(key, ev->key.state == SDL_PRESSED ? 1 : 0);
+ } else {
+ if(ev->key.keysym.sym == SDLK_ESCAPE) {
+ quit = 1;
+ }
+ }
break;
/*