mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-10-31 16:29:41 +01:00
Refactor startup to load config before calling Screen::init
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parent
f8bb8cde32
commit
d3f9a36941
5 changed files with 83 additions and 71 deletions
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@ -4494,7 +4494,7 @@ void Game::unlocknum( int t )
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#define LOAD_ARRAY(ARRAY_NAME) LOAD_ARRAY_RENAME(ARRAY_NAME, ARRAY_NAME)
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void Game::loadstats()
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void Game::loadstats(int *width, int *height, bool *vsync)
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{
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tinyxml2::XMLDocument doc;
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if (!FILESYSTEM_loadTiXml2Document("saves/unlock.vvv", doc))
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@ -4521,10 +4521,6 @@ void Game::loadstats()
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hRoot=tinyxml2::XMLHandle(pElem);
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}
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// WINDOW DIMS, ADDED AT PATCH 22
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int width = 320;
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int height = 240;
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for( pElem = hRoot.FirstChildElement( "Data" ).FirstChild().ToElement(); pElem; pElem=pElem->NextSiblingElement())
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{
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std::string pKey(pElem->Value());
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@ -4575,11 +4571,11 @@ void Game::loadstats()
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if (pKey == "window_width")
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{
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width = atoi(pText);
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*width = atoi(pText);
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}
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if (pKey == "window_height")
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{
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height = atoi(pText);
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*height = atoi(pText);
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}
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@ -4645,7 +4641,6 @@ void Game::loadstats()
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if (pKey == "advanced_smoothing")
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{
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fullScreenEffect_badSignal = atoi(pText);
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graphics.screenbuffer->badSignalEffect = fullScreenEffect_badSignal;
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}
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if (pKey == "usingmmmmmm")
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@ -4684,7 +4679,7 @@ void Game::loadstats()
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if (pKey == "vsync")
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{
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graphics.screenbuffer->vsync = atoi(pText);
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*vsync = atoi(pText);
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}
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if (pKey == "notextoutline")
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@ -4736,20 +4731,6 @@ void Game::loadstats()
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}
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if(fullscreen)
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{
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graphics.screenbuffer->toggleFullScreen();
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}
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for (int i = 0; i < stretchMode; i += 1)
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{
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graphics.screenbuffer->toggleStretchMode();
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}
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if (useLinearFilter)
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{
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graphics.screenbuffer->toggleLinearFilter();
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}
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graphics.screenbuffer->ResizeScreen(width, height);
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if (graphics.showmousecursor == true)
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{
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SDL_ShowCursor(SDL_ENABLE);
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@ -125,7 +125,7 @@ public:
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void unlocknum(int t);
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void loadstats();
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void loadstats(int *width, int *height, bool *vsync);
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void savestats();
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@ -17,21 +17,28 @@ extern "C"
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);
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}
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void Screen::init()
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{
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void Screen::init(
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int windowWidth,
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int windowHeight,
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bool fullscreen,
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bool useVsync,
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int stretch,
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bool linearFilter,
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bool badSignal
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) {
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m_window = NULL;
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m_renderer = NULL;
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m_screenTexture = NULL;
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m_screen = NULL;
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isWindowed = true;
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stretchMode = 0;
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isFiltered = false;
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vsync = false;
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isWindowed = !fullscreen;
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stretchMode = stretch;
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isFiltered = linearFilter;
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vsync = useVsync;
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filterSubrect.x = 1;
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filterSubrect.y = 1;
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filterSubrect.w = 318;
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filterSubrect.h = 238;
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SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "nearest");
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SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, isFiltered ? "linear" : "nearest");
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// Uncomment this next line when you need to debug -flibit
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// SDL_SetHintWithPriority(SDL_HINT_RENDER_DRIVER, "software", SDL_HINT_OVERRIDE);
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@ -87,7 +94,9 @@ void Screen::init()
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240
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);
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badSignalEffect = false;
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badSignalEffect = badSignal;
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ResizeScreen(windowWidth, windowHeight);
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}
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void Screen::ResizeScreen(int x, int y)
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@ -6,7 +6,15 @@
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class Screen
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{
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public:
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void init();
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void init(
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int windowWidth,
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int windowHeight,
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bool fullscreen,
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bool useVsync,
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int stretch,
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bool linearFilter,
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bool badSignal
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);
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void ResizeScreen(int x, int y);
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void ResizeToNearestMultiple();
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@ -161,8 +161,6 @@ int main(int argc, char *argv[])
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NETWORK_init();
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gameScreen.init();
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printf("\t\t\n");
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printf("\t\t\n");
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printf("\t\t VVVVVV\n");
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@ -207,36 +205,6 @@ int main(int argc, char *argv[])
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// This loads music too...
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graphics.reloadresources();
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const SDL_PixelFormat* fmt = gameScreen.GetFormat();
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graphics.backBuffer = SDL_CreateRGBSurface(SDL_SWSURFACE, 320, 240, fmt->BitsPerPixel, fmt->Rmask, fmt->Gmask, fmt->Bmask, fmt->Amask);
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SDL_SetSurfaceBlendMode(graphics.backBuffer, SDL_BLENDMODE_NONE);
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graphics.footerbuffer = SDL_CreateRGBSurface(SDL_SWSURFACE, 320, 10, fmt->BitsPerPixel, fmt->Rmask, fmt->Gmask, fmt->Bmask, fmt->Amask);
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SDL_SetSurfaceBlendMode(graphics.footerbuffer, SDL_BLENDMODE_BLEND);
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SDL_SetSurfaceAlphaMod(graphics.footerbuffer, 127);
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FillRect(graphics.footerbuffer, SDL_MapRGB(fmt, 0, 0, 0));
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graphics.ghostbuffer = SDL_CreateRGBSurface(SDL_SWSURFACE, 320, 240, fmt->BitsPerPixel, fmt->Rmask, fmt->Gmask, fmt->Bmask, fmt->Amask);
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SDL_SetSurfaceBlendMode(graphics.ghostbuffer, SDL_BLENDMODE_BLEND);
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SDL_SetSurfaceAlphaMod(graphics.ghostbuffer, 127);
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graphics.Makebfont();
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graphics.foregroundBuffer = SDL_CreateRGBSurface(SDL_SWSURFACE ,320 ,240 ,fmt->BitsPerPixel,fmt->Rmask,fmt->Gmask,fmt->Bmask,fmt->Amask );
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SDL_SetSurfaceBlendMode(graphics.foregroundBuffer, SDL_BLENDMODE_NONE);
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graphics.screenbuffer = &gameScreen;
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graphics.menubuffer = SDL_CreateRGBSurface(SDL_SWSURFACE ,320 ,240 ,fmt->BitsPerPixel,fmt->Rmask,fmt->Gmask,fmt->Bmask,fmt->Amask );
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SDL_SetSurfaceBlendMode(graphics.menubuffer, SDL_BLENDMODE_NONE);
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graphics.towerbuffer = SDL_CreateRGBSurface(SDL_SWSURFACE ,320+16 ,240+16 ,fmt->BitsPerPixel,fmt->Rmask,fmt->Gmask,fmt->Bmask,fmt->Amask );
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SDL_SetSurfaceBlendMode(graphics.towerbuffer, SDL_BLENDMODE_NONE);
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graphics.towerbuffer_lerp = SDL_CreateRGBSurface(SDL_SWSURFACE, 320+16, 240+16, fmt->BitsPerPixel, fmt->Rmask, fmt->Gmask, fmt->Bmask, fmt->Amask);
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SDL_SetSurfaceBlendMode(graphics.towerbuffer, SDL_BLENDMODE_NONE);
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graphics.tempBuffer = SDL_CreateRGBSurface(SDL_SWSURFACE ,320 ,240 ,fmt->BitsPerPixel,fmt->Rmask,fmt->Gmask,fmt->Bmask,fmt->Amask );
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SDL_SetSurfaceBlendMode(graphics.tempBuffer, SDL_BLENDMODE_NONE);
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game.gamestate = PRELOADER;
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game.menustart = false;
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@ -246,13 +214,59 @@ int main(int argc, char *argv[])
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map.bypos = map.ypos / 2;
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//Moved screensetting init here from main menu V2.1
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game.loadstats();
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int width = 320;
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int height = 240;
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bool vsync = false;
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game.loadstats(&width, &height, &vsync);
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gameScreen.init(
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width,
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height,
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game.fullscreen,
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vsync,
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game.stretchMode,
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game.useLinearFilter,
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game.fullScreenEffect_badSignal
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);
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graphics.screenbuffer = &gameScreen;
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// FIXME: Thanks to having to work around an SDL2 bug, this destroys the
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// renderer created by Screen::init(), which is a bit wasteful!
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// This is annoying to fix because we'd have to call gameScreen.init() after
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// game.loadstats(), but game.loadstats() assumes gameScreen.init() is already called!
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gameScreen.resetRendererWorkaround();
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const SDL_PixelFormat* fmt = gameScreen.GetFormat();
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#define CREATE_SURFACE(w, h) \
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SDL_CreateRGBSurface( \
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SDL_SWSURFACE, \
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w, h, \
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fmt->BitsPerPixel, \
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fmt->Rmask, fmt->Gmask, fmt->Bmask, fmt->Amask \
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)
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graphics.backBuffer = CREATE_SURFACE(320, 240);
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SDL_SetSurfaceBlendMode(graphics.backBuffer, SDL_BLENDMODE_NONE);
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graphics.footerbuffer = CREATE_SURFACE(320, 10);
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SDL_SetSurfaceBlendMode(graphics.footerbuffer, SDL_BLENDMODE_BLEND);
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SDL_SetSurfaceAlphaMod(graphics.footerbuffer, 127);
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FillRect(graphics.footerbuffer, SDL_MapRGB(fmt, 0, 0, 0));
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graphics.ghostbuffer = CREATE_SURFACE(320, 240);
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SDL_SetSurfaceBlendMode(graphics.ghostbuffer, SDL_BLENDMODE_BLEND);
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SDL_SetSurfaceAlphaMod(graphics.ghostbuffer, 127);
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graphics.Makebfont();
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graphics.foregroundBuffer = CREATE_SURFACE(320, 240);
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SDL_SetSurfaceBlendMode(graphics.foregroundBuffer, SDL_BLENDMODE_NONE);
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graphics.menubuffer = CREATE_SURFACE(320, 240);
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SDL_SetSurfaceBlendMode(graphics.menubuffer, SDL_BLENDMODE_NONE);
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graphics.towerbuffer = CREATE_SURFACE(320 + 16, 240 + 16);
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SDL_SetSurfaceBlendMode(graphics.towerbuffer, SDL_BLENDMODE_NONE);
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graphics.towerbuffer_lerp = CREATE_SURFACE(320 + 16, 240 + 16);
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SDL_SetSurfaceBlendMode(graphics.towerbuffer, SDL_BLENDMODE_NONE);
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graphics.tempBuffer = CREATE_SURFACE(320, 240);
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SDL_SetSurfaceBlendMode(graphics.tempBuffer, SDL_BLENDMODE_NONE);
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#undef CREATE_SURFACE
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if (game.skipfakeload)
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game.gamestate = TITLEMODE;
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