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			231 lines
		
	
	
		
			6.5 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			231 lines
		
	
	
		
			6.5 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*
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|   Copyright (C) 1997-2024 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:  Check viewports */
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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.h"
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| #include "SDL_test_common.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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| static SDL_Rect viewport;
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| static int done, j;
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| static SDL_bool use_target = SDL_FALSE;
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| #ifdef __EMSCRIPTEN__
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| static Uint32 wait_start;
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| #endif
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| static SDL_Texture *sprite;
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| static int sprite_w, sprite_h;
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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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|     exit(rc);
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| }
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| 
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| void DrawOnViewport(SDL_Renderer *renderer)
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| {
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|     SDL_Rect rect;
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| 
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|     /* Set the viewport */
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|     SDL_RenderSetViewport(renderer, &viewport);
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| 
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|     /* Draw a gray background */
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|     SDL_SetRenderDrawColor(renderer, 0x80, 0x80, 0x80, 0xFF);
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|     SDL_RenderClear(renderer);
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| 
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|     /* Test inside points */
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|     SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0x00, 0xFF);
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|     SDL_RenderDrawPoint(renderer, viewport.h / 2 + 20, viewport.w / 2);
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|     SDL_RenderDrawPoint(renderer, viewport.h / 2 - 20, viewport.w / 2);
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|     SDL_RenderDrawPoint(renderer, viewport.h / 2, viewport.w / 2 - 20);
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|     SDL_RenderDrawPoint(renderer, viewport.h / 2, viewport.w / 2 + 20);
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| 
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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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| 
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|     /* Test diagonal lines */
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|     SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0xFF, 0xFF);
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|     SDL_RenderDrawLine(renderer, 0, 0, viewport.w - 1, viewport.h - 1);
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|     SDL_RenderDrawLine(renderer, viewport.w - 1, 0, 0, viewport.h - 1);
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| 
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|     /* Test outside points */
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|     SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0x00, 0xFF);
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|     SDL_RenderDrawPoint(renderer, viewport.h / 2 + viewport.h, viewport.w / 2);
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|     SDL_RenderDrawPoint(renderer, viewport.h / 2 - viewport.h, viewport.w / 2);
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|     SDL_RenderDrawPoint(renderer, viewport.h / 2, viewport.w / 2 - viewport.w);
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|     SDL_RenderDrawPoint(renderer, viewport.h / 2, viewport.w / 2 + viewport.w);
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| 
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|     /* Add a box at the top */
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|     rect.w = 8;
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|     rect.h = 8;
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|     rect.x = (viewport.w - rect.w) / 2;
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|     rect.y = 0;
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|     SDL_RenderFillRect(renderer, &rect);
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| 
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|     /* Add a clip rect and fill it with the sprite */
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|     SDL_QueryTexture(sprite, NULL, NULL, &rect.w, &rect.h);
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|     rect.x = (viewport.w - rect.w) / 2;
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|     rect.y = (viewport.h - rect.h) / 2;
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|     SDL_RenderSetClipRect(renderer, &rect);
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|     SDL_RenderCopy(renderer, sprite, NULL, &rect);
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|     SDL_RenderSetClipRect(renderer, NULL);
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| }
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| 
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| void loop()
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| {
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|     SDL_Event event;
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|     int i;
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| #ifdef __EMSCRIPTEN__
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|     /* Avoid using delays */
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|     if (SDL_GetTicks() - wait_start < 1000) {
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|         return;
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|     }
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|     wait_start = SDL_GetTicks();
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| #endif
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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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| 
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|     /* Move a viewport box in steps around the screen */
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|     viewport.x = j * 100;
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|     viewport.y = viewport.x;
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|     viewport.w = 100 + j * 50;
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|     viewport.h = 100 + j * 50;
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|     j = (j + 1) % 4;
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|     SDL_Log("Current Viewport x=%i y=%i w=%i h=%i", viewport.x, viewport.y, viewport.w, viewport.h);
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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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| 
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|         /* Draw using viewport */
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|         DrawOnViewport(state->renderers[i]);
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| 
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|         /* Update the screen! */
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|         if (use_target) {
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|             SDL_SetRenderTarget(state->renderers[i], NULL);
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|             SDL_RenderCopy(state->renderers[i], state->targets[i], NULL, NULL);
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|             SDL_RenderPresent(state->renderers[i]);
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|             SDL_SetRenderTarget(state->renderers[i], state->targets[i]);
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|         } else {
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|             SDL_RenderPresent(state->renderers[i]);
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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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|     Uint32 then, now, frames;
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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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| 
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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], "--target") == 0) {
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|                 use_target = 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[] = { "[--target]", 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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|     sprite = LoadTexture(state->renderers[0], "icon.bmp", SDL_TRUE, &sprite_w, &sprite_h);
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| 
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|     if (!sprite) {
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|         quit(2);
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|     }
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| 
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|     if (use_target) {
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|         int w, h;
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| 
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|         for (i = 0; i < state->num_windows; ++i) {
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|             SDL_GetWindowSize(state->windows[i], &w, &h);
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|             state->targets[i] = SDL_CreateTexture(state->renderers[i], SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, w, h);
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|             SDL_SetRenderTarget(state->renderers[i], state->targets[i]);
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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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|         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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|     /* 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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|     j = 0;
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| 
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| #ifdef __EMSCRIPTEN__
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|     wait_start = SDL_GetTicks();
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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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|         SDL_Delay(1000);
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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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|     quit(0);
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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: */
 | 
