#include <limits.h>
#include <SDL/SDL.h>
#include "demo.h"
+#include "tinyfps.h"
static void handle_event(SDL_Event *ev);
static void toggle_fullscreen(void);
xsz = fb_width * fbscale;
ysz = fb_height * fbscale;
- if(!(fb_pixels = malloc(fb_width * fb_height * fb_bpp / CHAR_BIT))) {
+ /* 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;
}
time_msec = SDL_GetTicks() - start_time;
demo_draw();
+ drawFps(fb_pixels);
if(SDL_MUSTLOCK(fbsurf)) {
SDL_LockSurface(fbsurf);
break;
case SDL_MOUSEBUTTONDOWN:
- mouse_bmask |= 1 << ev->button.button;
+ mouse_bmask |= 1 << (ev->button.button - SDL_BUTTON_LEFT);
if(0) {
case SDL_MOUSEBUTTONUP:
- mouse_bmask &= ~(1 << ev->button.button);
+ mouse_bmask &= ~(1 << (ev->button.button - SDL_BUTTON_LEFT));
}
mouse_x = ev->button.x / fbscale;
mouse_y = ev->button.y / fbscale;