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	 706c8903a1
			
		
	
	
		706c8903a1
		
			
		
	
	
	
	
		
			
			* chore(build): add vendored SDL 3.0.0 library * chore(build): add vendored glew-cmake-2.2.0 library * feat(console): in the presence of -opengl launch flag, change GxApi to OpenGl * feat(gx): add uncompleted CGxDeviceGLSDL targeting Windows and Linux * chore(build): change SDL3 linkage from shared (bad) to to static (good)
		
			
				
	
	
		
			293 lines
		
	
	
		
			8.3 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			293 lines
		
	
	
		
			8.3 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*
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|   Copyright (C) 1997-2023 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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| /* Simple program:  Move N sprites around on the screen as fast as possible */
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| 
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| #include <stdlib.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 <SDL3/SDL_test_common.h>
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| #include <SDL3/SDL_main.h>
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| #include "testutils.h"
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| 
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| static SDLTest_CommonState *state;
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| 
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| typedef struct
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| {
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|     SDL_Window *window;
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|     SDL_Renderer *renderer;
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|     SDL_Texture *background;
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|     SDL_Texture *sprite;
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|     SDL_FRect sprite_rect;
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|     int scale_direction;
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| } DrawState;
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| 
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| static DrawState *drawstates;
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| static int done;
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| static SDL_bool test_composite = SDL_FALSE;
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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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|     SDLTest_CommonQuit(state);
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|     /* Let 'main()' return normally */
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|     if (rc != 0) {
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|         exit(rc);
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|     }
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| }
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| 
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| static SDL_bool
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| DrawComposite(DrawState *s)
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| {
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|     SDL_Rect viewport;
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|     SDL_FRect R;
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|     SDL_Texture *target;
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| 
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|     static SDL_bool blend_tested = SDL_FALSE;
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|     if (!blend_tested) {
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|         SDL_Texture *A, *B;
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|         Uint32 P;
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| 
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|         A = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, 1, 1);
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|         SDL_SetTextureBlendMode(A, SDL_BLENDMODE_BLEND);
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| 
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|         B = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, 1, 1);
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|         SDL_SetTextureBlendMode(B, SDL_BLENDMODE_BLEND);
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| 
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|         SDL_SetRenderTarget(s->renderer, A);
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|         SDL_SetRenderDrawColor(s->renderer, 0x00, 0x00, 0x00, 0x80);
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|         SDL_RenderFillRect(s->renderer, NULL);
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| 
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|         SDL_SetRenderTarget(s->renderer, B);
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|         SDL_SetRenderDrawColor(s->renderer, 0x00, 0x00, 0x00, 0x00);
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|         SDL_RenderFillRect(s->renderer, NULL);
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|         SDL_RenderTexture(s->renderer, A, NULL, NULL);
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|         SDL_RenderReadPixels(s->renderer, NULL, SDL_PIXELFORMAT_ARGB8888, &P, sizeof(P));
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| 
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|         SDL_Log("Blended pixel: 0x%8.8" SDL_PRIX32 "\n", P);
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| 
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|         SDL_DestroyTexture(A);
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|         SDL_DestroyTexture(B);
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|         blend_tested = SDL_TRUE;
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|     }
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| 
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|     SDL_GetRenderViewport(s->renderer, &viewport);
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| 
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|     target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, viewport.w, viewport.h);
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|     SDL_SetTextureBlendMode(target, SDL_BLENDMODE_BLEND);
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|     SDL_SetRenderTarget(s->renderer, target);
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| 
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|     /* Draw the background.
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|        This is solid black so when the sprite is copied to it, any per-pixel alpha will be blended through.
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|      */
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|     SDL_SetRenderDrawColor(s->renderer, 0x00, 0x00, 0x00, 0x00);
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|     SDL_RenderFillRect(s->renderer, NULL);
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| 
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|     /* Scale and draw the sprite */
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|     s->sprite_rect.w += s->scale_direction;
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|     s->sprite_rect.h += s->scale_direction;
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|     if (s->scale_direction > 0) {
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|         if (s->sprite_rect.w >= viewport.w || s->sprite_rect.h >= viewport.h) {
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|             s->scale_direction = -1;
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|         }
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|     } else {
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|         if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) {
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|             s->scale_direction = 1;
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|         }
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|     }
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|     s->sprite_rect.x = (float)((viewport.w - s->sprite_rect.w) / 2);
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|     s->sprite_rect.y = (float)((viewport.h - s->sprite_rect.h) / 2);
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| 
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|     SDL_RenderTexture(s->renderer, s->sprite, NULL, &s->sprite_rect);
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| 
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|     SDL_SetRenderTarget(s->renderer, NULL);
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|     SDL_RenderTexture(s->renderer, s->background, NULL, NULL);
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| 
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|     SDL_SetRenderDrawBlendMode(s->renderer, SDL_BLENDMODE_BLEND);
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|     SDL_SetRenderDrawColor(s->renderer, 0xff, 0x00, 0x00, 0x80);
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|     R.x = 0.0f;
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|     R.y = 0.0f;
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|     R.w = 100.0f;
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|     R.h = 100.0f;
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|     SDL_RenderFillRect(s->renderer, &R);
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|     SDL_SetRenderDrawBlendMode(s->renderer, SDL_BLENDMODE_NONE);
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| 
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|     SDL_RenderTexture(s->renderer, target, NULL, NULL);
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|     SDL_DestroyTexture(target);
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| 
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|     /* Update the screen! */
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|     SDL_RenderPresent(s->renderer);
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|     return SDL_TRUE;
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| }
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| 
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| static SDL_bool
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| Draw(DrawState *s)
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| {
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|     SDL_Rect viewport;
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|     SDL_Texture *target;
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| 
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|     SDL_GetRenderViewport(s->renderer, &viewport);
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| 
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|     target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, viewport.w, viewport.h);
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|     if (target == NULL) {
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|         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create render target texture: %s\n", SDL_GetError());
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|         return SDL_FALSE;
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|     }
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|     SDL_SetRenderTarget(s->renderer, target);
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| 
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|     /* Draw the background */
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|     SDL_RenderTexture(s->renderer, s->background, NULL, NULL);
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| 
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|     /* Scale and draw the sprite */
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|     s->sprite_rect.w += s->scale_direction;
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|     s->sprite_rect.h += s->scale_direction;
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|     if (s->scale_direction > 0) {
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|         if (s->sprite_rect.w >= viewport.w || s->sprite_rect.h >= viewport.h) {
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|             s->scale_direction = -1;
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|         }
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|     } else {
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|         if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) {
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|             s->scale_direction = 1;
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|         }
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|     }
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|     s->sprite_rect.x = (float)((viewport.w - s->sprite_rect.w) / 2);
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|     s->sprite_rect.y = (float)((viewport.h - s->sprite_rect.h) / 2);
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| 
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|     SDL_RenderTexture(s->renderer, s->sprite, NULL, &s->sprite_rect);
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| 
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|     SDL_SetRenderTarget(s->renderer, NULL);
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|     SDL_RenderTexture(s->renderer, target, NULL, NULL);
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|     SDL_DestroyTexture(target);
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| 
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|     /* Update the screen! */
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|     SDL_RenderPresent(s->renderer);
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|     return SDL_TRUE;
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| }
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| 
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| static void loop(void)
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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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|         SDLTest_CommonEvent(state, &event, &done);
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|     }
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|     for (i = 0; i < state->num_windows; ++i) {
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|         if (state->windows[i] == NULL) {
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|             continue;
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|         }
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|         if (test_composite) {
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|             if (!DrawComposite(&drawstates[i])) {
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|                 done = 1;
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|             }
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|         } else {
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|             if (!Draw(&drawstates[i])) {
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|                 done = 1;
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|             }
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|         }
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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 main(int argc, char *argv[])
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| {
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|     int i;
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|     int frames;
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|     Uint64 then, now;
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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 == NULL) {
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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], "--composite") == 0) {
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|                 test_composite = 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[] = { "[--composite]", NULL };
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|             SDLTest_CommonLogUsage(state, argv[0], options);
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|             quit(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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|         quit(2);
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|     }
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| 
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|     drawstates = SDL_stack_alloc(DrawState, state->num_windows);
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|     for (i = 0; i < state->num_windows; ++i) {
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|         DrawState *drawstate = &drawstates[i];
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|         int w, h;
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| 
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|         drawstate->window = state->windows[i];
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|         drawstate->renderer = state->renderers[i];
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|         if (test_composite) {
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|             drawstate->sprite = LoadTexture(drawstate->renderer, "icon-alpha.bmp", SDL_TRUE, NULL, NULL);
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|         } else {
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|             drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", SDL_TRUE, NULL, NULL);
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|         }
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|         drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", SDL_FALSE, NULL, NULL);
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|         if (!drawstate->sprite || !drawstate->background) {
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|             quit(2);
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|         }
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|         SDL_QueryTexture(drawstate->sprite, NULL, NULL, &w, &h);
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|         drawstate->sprite_rect.w = (float)w;
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|         drawstate->sprite_rect.h = (float)h;
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|         drawstate->scale_direction = 1;
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|     }
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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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|     SDL_stack_free(drawstates);
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| 
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|     quit(0);
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|     return 0;
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| }
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