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+/*
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+ Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
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+
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+ This software is provided 'as-is', without any express or implied
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+ warranty. In no event will the authors be held liable for any damages
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+ arising from the use of this software.
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+
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+ Permission is granted to anyone to use this software for any purpose,
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+ including commercial applications, and to alter it and redistribute it
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+ freely.
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+*/
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+
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+/* Simple program: draw a RGB triangle, with texture */
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+
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+#include <stdlib.h>
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+#include <stdio.h>
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+#include <time.h>
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+
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+#ifdef __EMSCRIPTEN__
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+#include <emscripten/emscripten.h>
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+#endif
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+
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+#include "SDL_test_common.h"
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+
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+static SDLTest_CommonState *state;
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+static SDL_bool use_texture = SDL_FALSE;
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+static SDL_Texture **sprites;
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+static SDL_BlendMode blendMode = SDL_BLENDMODE_NONE;
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+static double angle = 0.0;
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+static int sprite_w, sprite_h;
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+
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+int done;
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+
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+/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
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+static void
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+quit(int rc)
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+{
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+ SDL_free(sprites);
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+ SDLTest_CommonQuit(state);
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+ exit(rc);
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+}
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+
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+int
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+LoadSprite(const char *file)
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+{
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+ int i;
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+ SDL_Surface *temp;
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+
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+ /* Load the sprite image */
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+ temp = SDL_LoadBMP(file);
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+ if (temp == NULL) {
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+ SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
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+ return (-1);
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+ }
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+ sprite_w = temp->w;
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+ sprite_h = temp->h;
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+
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+ /* Set transparent pixel as the pixel at (0,0) */
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+ if (temp->format->palette) {
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+ SDL_SetColorKey(temp, 1, *(Uint8 *) temp->pixels);
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+ } else {
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+ switch (temp->format->BitsPerPixel) {
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+ case 15:
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+ SDL_SetColorKey(temp, 1, (*(Uint16 *) temp->pixels) & 0x00007FFF);
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+ break;
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+ case 16:
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+ SDL_SetColorKey(temp, 1, *(Uint16 *) temp->pixels);
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+ break;
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+ case 24:
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+ SDL_SetColorKey(temp, 1, (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
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+ break;
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+ case 32:
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+ SDL_SetColorKey(temp, 1, *(Uint32 *) temp->pixels);
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+ break;
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+ }
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+ }
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+
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+ /* Create textures from the image */
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+ for (i = 0; i < state->num_windows; ++i) {
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+ SDL_Renderer *renderer = state->renderers[i];
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+ sprites[i] = SDL_CreateTextureFromSurface(renderer, temp);
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+ if (!sprites[i]) {
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+ SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
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+ SDL_FreeSurface(temp);
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+ return (-1);
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+ }
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+ if (SDL_SetTextureBlendMode(sprites[i], blendMode) < 0) {
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+ SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't set blend mode: %s\n", SDL_GetError());
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+ SDL_FreeSurface(temp);
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+ SDL_DestroyTexture(sprites[i]);
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+ return (-1);
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+ }
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+ }
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+ SDL_FreeSurface(temp);
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+
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+ /* We're ready to roll. :) */
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+ return (0);
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+}
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+
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+
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+void
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+loop()
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+{
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+ int i;
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+ SDL_Event event;
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+
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+ /* Check for events */
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+ while (SDL_PollEvent(&event)) {
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+
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+ if (event.type == SDL_MOUSEMOTION) {
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+ if (event.motion.state) {
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+ int xrel, yrel;
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+ int window_w, window_h;
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+ SDL_Window *window = SDL_GetWindowFromID(event.motion.windowID);
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+ SDL_GetWindowSize(window, &window_w, &window_h);
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+ xrel = event.motion.xrel;
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+ yrel = event.motion.yrel;
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+ if (event.motion.y < window_h / 2) {
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+ angle += xrel;
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+ } else {
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+ angle -= xrel;
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+ }
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+ if (event.motion.x < window_w / 2) {
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+ angle -= yrel;
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+ } else {
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+ angle += yrel;
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+ }
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+ }
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+ } else {
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+ SDLTest_CommonEvent(state, &event, &done);
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+ }
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+ }
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+
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+ for (i = 0; i < state->num_windows; ++i) {
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+ SDL_Renderer *renderer = state->renderers[i];
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+ if (state->windows[i] == NULL)
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+ continue;
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+ SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
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+ SDL_RenderClear(renderer);
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+
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+ {
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+ SDL_Rect viewport;
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+ double a;
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+ double d;
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+ int cx, cy;
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+
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+ /* Query the sizes */
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+ SDL_RenderGetViewport(renderer, &viewport);
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+ SDL_Vertex verts[3];
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+ SDL_zeroa(verts);
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+ cx = viewport.x + viewport.w / 2;
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+ cy = viewport.y + viewport.h / 2;
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+ d = (viewport.w + viewport.h) / 5;
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+
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+ a = (angle * 3.1415) / 180.0;
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+ verts[0].position.x = cx + d * SDL_cos(a);
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+ verts[0].position.y = cy + d * SDL_sin(a);
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+ verts[0].color.r = 0xFF;
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+ verts[0].color.g = 0;
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+ verts[0].color.b = 0;
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+ verts[0].color.a = 0xFF;
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+
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+ a = ((angle + 120) * 3.1415) / 180.0;
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+ verts[1].position.x = cx + d * SDL_cos(a);
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+ verts[1].position.y = cy + d * SDL_sin(a);
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+ verts[1].color.r = 0;
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+ verts[1].color.g = 0xFF;
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+ verts[1].color.b = 0;
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+ verts[1].color.a = 0xFF;
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+
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+ a = ((angle + 240) * 3.1415) / 180.0;
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+ verts[2].position.x = cx + d * SDL_cos(a);
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+ verts[2].position.y = cy + d * SDL_sin(a);
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+ verts[2].color.r = 0;
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+ verts[2].color.g = 0;
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+ verts[2].color.b = 0xFF;
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+ verts[2].color.a = 0xFF;
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+
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+ if (use_texture) {
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+ verts[0].tex_coord.x = 0.5;
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+ verts[0].tex_coord.y = 0.0;
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+ verts[1].tex_coord.x = 1.0;
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+ verts[1].tex_coord.y = 1.0;
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+ verts[2].tex_coord.x = 0.0;
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+ verts[2].tex_coord.y = 1.0;
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+ }
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+
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+ SDL_RenderGeometry(renderer, sprites[i], verts, 3, NULL, 0);
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+ }
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+
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+ SDL_RenderPresent(renderer);
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+ }
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+#ifdef __EMSCRIPTEN__
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+ if (done) {
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+ emscripten_cancel_main_loop();
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+ }
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+#endif
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+}
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+
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+int
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+main(int argc, char *argv[])
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+{
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+ int i;
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+ const char *icon = "icon.bmp";
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+ Uint32 then, now, frames;
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+
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+ /* Enable standard application logging */
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+ SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
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+
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+ /* Initialize test framework */
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+ state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
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+ if (!state) {
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+ return 1;
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+ }
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+ for (i = 1; i < argc;) {
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+ int consumed;
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+
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+ consumed = SDLTest_CommonArg(state, i);
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+ if (consumed == 0) {
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+ consumed = -1;
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+ if (SDL_strcasecmp(argv[i], "--blend") == 0) {
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+ if (argv[i + 1]) {
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+ if (SDL_strcasecmp(argv[i + 1], "none") == 0) {
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+ blendMode = SDL_BLENDMODE_NONE;
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+ consumed = 2;
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+ } else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) {
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+ blendMode = SDL_BLENDMODE_BLEND;
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+ consumed = 2;
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+ } else if (SDL_strcasecmp(argv[i + 1], "add") == 0) {
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+ blendMode = SDL_BLENDMODE_ADD;
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+ consumed = 2;
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+ } else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) {
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+ blendMode = SDL_BLENDMODE_MOD;
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+ consumed = 2;
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+ }
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+ }
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+ } else if (SDL_strcasecmp(argv[i], "--use-texture") == 0) {
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+ use_texture = SDL_TRUE;
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+ consumed = 1;
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+ }
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+ }
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+ if (consumed < 0) {
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+ static const char *options[] = { "[--blend none|blend|add|mod]", "[--use-texture]", NULL };
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+ SDLTest_CommonLogUsage(state, argv[0], options);
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+ return 1;
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+ }
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+ i += consumed;
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+ }
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+ if (!SDLTest_CommonInit(state)) {
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+ return 2;
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+ }
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+
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+ /* Create the windows, initialize the renderers, and load the textures */
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+ sprites =
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+ (SDL_Texture **) SDL_malloc(state->num_windows * sizeof(*sprites));
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+ if (!sprites) {
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+ SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
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+ quit(2);
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+ }
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+ /* Create the windows and initialize the renderers */
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+ for (i = 0; i < state->num_windows; ++i) {
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+ SDL_Renderer *renderer = state->renderers[i];
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+ SDL_SetRenderDrawBlendMode(renderer, blendMode);
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+ SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
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+ SDL_RenderClear(renderer);
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+ sprites[i] = NULL;
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+ }
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+ if (use_texture) {
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+ if (LoadSprite(icon) < 0) {
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+ quit(2);
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+ }
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+ }
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+
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+
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+ srand((unsigned int)time(NULL));
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+
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+ /* Main render loop */
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+ frames = 0;
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+ then = SDL_GetTicks();
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+ done = 0;
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+
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+#ifdef __EMSCRIPTEN__
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+ emscripten_set_main_loop(loop, 0, 1);
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+#else
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+ while (!done) {
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+ ++frames;
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+ loop();
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+ }
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+#endif
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+
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+ /* Print out some timing information */
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+ now = SDL_GetTicks();
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+ if (now > then) {
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+ double fps = ((double) frames * 1000) / (now - then);
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+ SDL_Log("%2.2f frames per second\n", fps);
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+ }
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+
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+ quit(0);
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+
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+ return 0;
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+}
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+
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+/* vi: set ts=4 sw=4 expandtab: */
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