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@@ -92,7 +92,7 @@ open_audio()
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}
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/* Let the audio run */
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- SDL_PauseAudioDevice(device, SDL_FALSE);
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+ SDL_PlayAudioDevice(device);
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}
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static void
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@@ -256,10 +256,11 @@ LoadSprite(const char *file)
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void
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DrawSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
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{
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- SDL_Rect viewport, temp;
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+ SDL_Rect viewport;
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+ SDL_FRect temp;
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/* Query the sizes */
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- SDL_RenderGetViewport(renderer, &viewport);
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+ SDL_GetRenderViewport(renderer, &viewport);
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/* Cycle the color and alpha, if desired */
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if (cycle_color) {
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@@ -294,51 +295,51 @@ DrawSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
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/* Test points */
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SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
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- SDL_RenderDrawPoint(renderer, 0, 0);
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- SDL_RenderDrawPoint(renderer, viewport.w-1, 0);
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- SDL_RenderDrawPoint(renderer, 0, viewport.h-1);
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- SDL_RenderDrawPoint(renderer, viewport.w-1, viewport.h-1);
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+ SDL_RenderPoint(renderer, 0.0f, 0.0f);
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+ SDL_RenderPoint(renderer, (float)(viewport.w - 1), 0.0f);
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+ SDL_RenderPoint(renderer, 0.0f, (float)(viewport.h - 1));
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+ SDL_RenderPoint(renderer, (float)(viewport.w - 1), (float)(viewport.h - 1));
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/* Test horizontal and vertical lines */
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SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
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- SDL_RenderDrawLine(renderer, 1, 0, viewport.w-2, 0);
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- SDL_RenderDrawLine(renderer, 1, viewport.h-1, viewport.w-2, viewport.h-1);
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- SDL_RenderDrawLine(renderer, 0, 1, 0, viewport.h-2);
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- SDL_RenderDrawLine(renderer, viewport.w-1, 1, viewport.w-1, viewport.h-2);
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+ SDL_RenderLine(renderer, 1.0f, 0.0f, (float)(viewport.w - 2), 0.0f);
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+ SDL_RenderLine(renderer, 1.0f, (float)(viewport.h - 1), (float)(viewport.w - 2), (float)(viewport.h - 1));
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+ SDL_RenderLine(renderer, 0.0f, 1.0f, 0.0f, (float)(viewport.h - 2));
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+ SDL_RenderLine(renderer, (float)(viewport.w - 1), 1, (float)(viewport.w - 1), (float)(viewport.h - 2));
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/* Test fill and copy */
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SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
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- temp.x = 1;
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- temp.y = 1;
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- temp.w = sprite_w;
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- temp.h = sprite_h;
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+ temp.x = 1.0f;
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+ temp.y = 1.0f;
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+ temp.w = (float)sprite_w;
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+ temp.h = (float)sprite_h;
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SDL_RenderFillRect(renderer, &temp);
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- SDL_RenderCopy(renderer, sprite, NULL, &temp);
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- temp.x = viewport.w-sprite_w-1;
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- temp.y = 1;
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- temp.w = sprite_w;
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- temp.h = sprite_h;
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+ SDL_RenderTexture(renderer, sprite, NULL, &temp);
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+ temp.x = (float)(viewport.w-sprite_w-1);
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+ temp.y = 1.0f;
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+ temp.w = (float)sprite_w;
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+ temp.h = (float)sprite_h;
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SDL_RenderFillRect(renderer, &temp);
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- SDL_RenderCopy(renderer, sprite, NULL, &temp);
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- temp.x = 1;
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- temp.y = viewport.h-sprite_h-1;
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- temp.w = sprite_w;
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- temp.h = sprite_h;
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+ SDL_RenderTexture(renderer, sprite, NULL, &temp);
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+ temp.x = 1.0f;
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+ temp.y = (float)(viewport.h-sprite_h-1);
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+ temp.w = (float)sprite_w;
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+ temp.h = (float)sprite_h;
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SDL_RenderFillRect(renderer, &temp);
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- SDL_RenderCopy(renderer, sprite, NULL, &temp);
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- temp.x = viewport.w-sprite_w-1;
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- temp.y = viewport.h-sprite_h-1;
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- temp.w = sprite_w;
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- temp.h = sprite_h;
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+ SDL_RenderTexture(renderer, sprite, NULL, &temp);
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+ temp.x = (float)(viewport.w-sprite_w-1);
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+ temp.y = (float)(viewport.h-sprite_h-1);
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+ temp.w = (float)(sprite_w);
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+ temp.h = (float)(sprite_h);
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SDL_RenderFillRect(renderer, &temp);
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- SDL_RenderCopy(renderer, sprite, NULL, &temp);
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+ SDL_RenderTexture(renderer, sprite, NULL, &temp);
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/* Test diagonal lines */
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SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
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- SDL_RenderDrawLine(renderer, sprite_w, sprite_h,
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- viewport.w-sprite_w-2, viewport.h-sprite_h-2);
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- SDL_RenderDrawLine(renderer, viewport.w-sprite_w-2, sprite_h,
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- sprite_w, viewport.h-sprite_h-2);
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+ SDL_RenderLine(renderer, (float)sprite_w, (float)sprite_h,
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+ (float)(viewport.w-sprite_w-2), (float)(viewport.h-sprite_h-2));
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+ SDL_RenderLine(renderer, (float)(viewport.w-sprite_w-2), (float)sprite_h,
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+ (float)sprite_w, (float)(viewport.h-sprite_h-2));
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/* Update the screen! */
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SDL_RenderPresent(renderer);
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@@ -352,12 +353,12 @@ loop()
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/* Check for events */
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while (SDL_PollEvent(&event)) {
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- if (event.type == SDL_KEYDOWN && !event.key.repeat) {
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- SDL_Log("Initial SDL_KEYDOWN: %s", SDL_GetScancodeName(event.key.keysym.scancode));
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+ if (event.type == SDL_EVENT_KEY_DOWN && !event.key.repeat) {
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+ SDL_Log("Initial SDL_EVENT_KEY_DOWN: %s", SDL_GetScancodeName(event.key.keysym.scancode));
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}
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#if defined(__XBOXONE__) || defined(__XBOXSERIES__)
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/* On Xbox, ignore the keydown event because the features aren't supported */
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- if (event.type != SDL_KEYDOWN) {
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+ if (event.type != SDL_EVENT_KEY_DOWN) {
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SDLTest_CommonEvent(state, &event, &done);
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}
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#else
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