--- /dev/null
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+#include <limits.h>
+#include <SDL/SDL.h>
+#include "game.h"
+#include "timer.h"
+
+#define FB_WIDTH 640
+#define FB_HEIGHT 480
+
+static void handle_event(SDL_Event *ev);
+static void toggle_fullscreen(void);
+
+static int sdlkey_to_gamekey(int sdlkey, unsigned int mod);
+
+
+static int quit;
+static SDL_Surface *fbsurf;
+
+static int fbscale = 2;
+static int xsz, ysz;
+static unsigned int sdl_flags = SDL_SWSURFACE;
+
+
+int main(int argc, char **argv)
+{
+ int s;
+ char *env;
+
+ if((env = getenv("FBSCALE")) && (s = atoi(env))) {
+ fbscale = s;
+ printf("Framebuffer scaling x%d\n", fbscale);
+ }
+
+ xsz = FB_WIDTH * fbscale;
+ ysz = FB_HEIGHT * fbscale;
+
+ /* 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))) {
+ fprintf(stderr, "failed to allocate virtual framebuffer\n");
+ return 1;
+ }
+
+ SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_NOPARACHUTE);
+ 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("eradicate/SDL", 0);
+ SDL_ShowCursor(0);
+
+ time_msec = 0;
+ if(init(argc, argv) == -1) {
+ free(fb_pixels);
+ SDL_Quit();
+ return 1;
+ }
+
+ reset_timer();
+
+ while(!quit) {
+ SDL_Event ev;
+ while(SDL_PollEvent(&ev)) {
+ handle_event(&ev);
+ if(quit) goto break_evloop;
+ }
+
+ time_msec = get_msec();
+ draw();
+ }
+
+break_evloop:
+ cleanup();
+ SDL_Quit();
+ return 0;
+}
+
+void game_quit(void)
+{
+ quit = 1;
+}
+
+void wait_vsync(void)
+{
+ unsigned long start = SDL_GetTicks();
+ unsigned long until = (start | 0xf) + 1;
+ while(SDL_GetTicks() <= until);
+}
+
+void blit_frame(void *pixels, int vsync)
+{
+ int i, j;
+ unsigned short *sptr, *dptr;
+
+ if(vsync) {
+ wait_vsync();
+ }
+
+ if(SDL_MUSTLOCK(fbsurf)) {
+ SDL_LockSurface(fbsurf);
+ }
+
+ sptr = fb_pixels;
+ dptr = (unsigned short*)fbsurf->pixels + (fbsurf->w - xsz) / 2;
+ 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 * fbsurf->w + x] = pixel;
+ }
+ }
+ dptr += fbscale;
+ }
+ dptr += (fbsurf->w - FB_WIDTH) * fbscale;
+ }
+
+ if(SDL_MUSTLOCK(fbsurf)) {
+ SDL_UnlockSurface(fbsurf);
+ }
+ SDL_Flip(fbsurf);
+}
+
+/*
+static int bnmask(int sdlbn)
+{
+ switch(sdlbn) {
+ case SDL_BUTTON_LEFT:
+ return MOUSE_BN_LEFT;
+ case SDL_BUTTON_RIGHT:
+ return MOUSE_BN_RIGHT;
+ case SDL_BUTTON_MIDDLE:
+ return MOUSE_BN_MIDDLE;
+ default:
+ break;
+ }
+ return 0;
+}
+*/
+
+static void handle_event(SDL_Event *ev)
+{
+ int key;
+
+ switch(ev->type) {
+ case SDL_QUIT:
+ quit = 1;
+ break;
+
+ case SDL_KEYDOWN:
+ case SDL_KEYUP:
+ if(ev->key.keysym.sym == SDLK_RETURN && (SDL_GetModState() & KMOD_ALT) &&
+ ev->key.state == SDL_PRESSED) {
+ 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);
+ break;
+
+ /*
+ case SDL_MOUSEMOTION:
+ mouse_x = ev->motion.x / fbscale;
+ mouse_y = ev->motion.y / fbscale;
+ break;
+
+ case SDL_MOUSEBUTTONDOWN:
+ mouse_bmask |= bnmask(ev->button.button);
+ if(0) {
+ case SDL_MOUSEBUTTONUP:
+ mouse_bmask &= ~bnmask(ev->button.button);
+ }
+ mouse_x = ev->button.x / fbscale;
+ mouse_y = ev->button.y / fbscale;
+ break;
+ */
+
+ default:
+ break;
+ }
+}
+
+static void toggle_fullscreen(void)
+{
+ SDL_Surface *newsurf;
+ unsigned int newflags = sdl_flags ^ SDL_FULLSCREEN;
+
+ if(!(newsurf = SDL_SetVideoMode(xsz, ysz, FB_BPP, newflags))) {
+ fprintf(stderr, "failed to go %s\n", newflags & SDL_FULLSCREEN ? "fullscreen" : "windowed");
+ return;
+ }
+
+ fbsurf = newsurf;
+ sdl_flags = newflags;
+}
+
+#define SSORG '\''
+#define SSEND '`'
+static char symshift[] = {
+ '"', 0, 0, 0, 0, '<', '_', '>', '?',
+ ')', '!', '@', '#', '$', '%', '^', '&', '*', '(',
+ 0, ':', 0, '+', 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ '{', '|', '}', 0, 0, '~'
+};
+
+
+static int sdlkey_to_gamekey(int sdlkey, unsigned int mod)
+{
+ if(sdlkey < 128) {
+ if(mod & (KMOD_SHIFT)) {
+ if(sdlkey >= 'a' && sdlkey <= 'z') {
+ sdlkey = toupper(sdlkey);
+ } else if(sdlkey >= SSORG && sdlkey <= SSEND) {
+ sdlkey = symshift[sdlkey - SSORG];
+ }
+ }
+ return sdlkey;
+ }
+ if(sdlkey < 256) return 0;
+ return sdlkey - 128;
+}