mirror of
https://github.com/love2d/megasource.git
synced 2026-08-17 11:11:35 +02:00
Update SDL2 to version 2.28.1.
This commit is contained in:
@@ -1,5 +1,5 @@
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/*
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Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
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Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
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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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@@ -23,8 +23,8 @@
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#include "SDL_test_common.h"
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#include "testutils.h"
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#define NUM_SPRITES 100
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#define MAX_SPEED 1
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#define NUM_SPRITES 100
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#define MAX_SPEED 1
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static SDLTest_CommonState *state;
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static int num_sprites;
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@@ -64,8 +64,7 @@ quit(int 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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int LoadSprite(const char *file)
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{
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int i;
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@@ -73,21 +72,20 @@ LoadSprite(const char *file)
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/* This does the SDL_LoadBMP step repeatedly, but that's OK for test code. */
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sprites[i] = LoadTexture(state->renderers[i], file, SDL_TRUE, &sprite_w, &sprite_h);
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if (!sprites[i]) {
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return (-1);
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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_DestroyTexture(sprites[i]);
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return (-1);
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return -1;
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}
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}
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/* We're ready to roll. :) */
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return (0);
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return 0;
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}
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void
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MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
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void MoveSprites(SDL_Renderer *renderer, SDL_Texture *sprite)
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{
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int i;
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SDL_Rect viewport, temp;
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@@ -107,8 +105,8 @@ MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
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current_color = 255;
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cycle_direction = -cycle_direction;
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}
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SDL_SetTextureColorMod(sprite, 255, (Uint8) current_color,
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(Uint8) current_color);
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SDL_SetTextureColorMod(sprite, 255, (Uint8)current_color,
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(Uint8)current_color);
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}
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if (cycle_alpha) {
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current_alpha += cycle_direction;
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@@ -120,7 +118,7 @@ MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
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current_alpha = 255;
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cycle_direction = -cycle_direction;
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}
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SDL_SetTextureAlphaMod(sprite, (Uint8) current_alpha);
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SDL_SetTextureAlphaMod(sprite, (Uint8)current_alpha);
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}
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/* Draw a gray background */
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@@ -130,16 +128,16 @@ MoveSprites(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_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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/* 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_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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/* Test fill and copy */
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SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
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@@ -180,20 +178,20 @@ MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
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SDL_RenderGeometry(renderer, NULL, verts, 3, NULL, 0);
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}
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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.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_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.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_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.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_RenderFillRect(renderer, &temp);
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@@ -202,9 +200,9 @@ MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
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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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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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/* Conditionally move the sprites, bounce at the wall */
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if (iterations == -1 || iterations > 0) {
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@@ -221,7 +219,6 @@ MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
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velocity->y = -velocity->y;
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position->y += velocity->y;
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}
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}
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/* Countdown sprite-move iterations and disable color changes at iteration end - used for visual tests. */
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@@ -251,7 +248,7 @@ MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
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*
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* Draw sprite2 as triangles that can be recombined as rect by software renderer
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*/
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SDL_Vertex *verts = (SDL_Vertex *) SDL_malloc(num_sprites * sizeof (SDL_Vertex) * 6);
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SDL_Vertex *verts = (SDL_Vertex *)SDL_malloc(num_sprites * sizeof(SDL_Vertex) * 6);
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SDL_Vertex *verts2 = verts;
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if (verts) {
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SDL_Color color;
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@@ -319,9 +316,9 @@ MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
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* Draw sprite2 as triangles that can *not* be recombined as rect by software renderer
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* Use an 'indices' array
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*/
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SDL_Vertex *verts = (SDL_Vertex *) SDL_malloc(num_sprites * sizeof (SDL_Vertex) * 5);
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SDL_Vertex *verts = (SDL_Vertex *)SDL_malloc(num_sprites * sizeof(SDL_Vertex) * 5);
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SDL_Vertex *verts2 = verts;
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int *indices = (int *) SDL_malloc(num_sprites * sizeof (int) * 4 * 3);
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int *indices = (int *)SDL_malloc(num_sprites * sizeof(int) * 4 * 3);
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int *indices2 = indices;
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if (verts && indices) {
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int pos = 0;
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@@ -395,8 +392,7 @@ MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
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SDL_RenderPresent(renderer);
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}
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void
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loop()
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void loop()
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{
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Uint32 now;
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int i;
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@@ -407,8 +403,9 @@ loop()
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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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if (state->windows[i] == NULL) {
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continue;
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}
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MoveSprites(state->renderers[i], sprites[i]);
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}
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#ifdef __EMSCRIPTEN__
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@@ -422,16 +419,14 @@ loop()
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if (SDL_TICKS_PASSED(now, next_fps_check)) {
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/* Print out some timing information */
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const Uint32 then = next_fps_check - fps_check_delay;
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const double fps = ((double) frames * 1000) / (now - then);
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const double fps = ((double)frames * 1000) / (now - then);
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SDL_Log("%2.2f frames per second\n", fps);
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next_fps_check = now + fps_check_delay;
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frames = 0;
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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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int main(int argc, char *argv[])
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{
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int i;
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Uint64 seed;
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@@ -442,7 +437,7 @@ main(int argc, char *argv[])
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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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if (state == NULL) {
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return 1;
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}
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@@ -474,7 +469,9 @@ main(int argc, char *argv[])
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} else if (SDL_strcasecmp(argv[i], "--iterations") == 0) {
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if (argv[i + 1]) {
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iterations = SDL_atoi(argv[i + 1]);
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if (iterations < -1) iterations = -1;
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if (iterations < -1) {
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iterations = -1;
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}
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consumed = 2;
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}
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} else if (SDL_strcasecmp(argv[i], "--cyclecolor") == 0) {
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@@ -514,7 +511,8 @@ main(int argc, char *argv[])
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"[--use-rendergeometry mode1|mode2]",
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"[num_sprites]",
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"[icon.bmp]",
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NULL };
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NULL
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};
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SDLTest_CommonLogUsage(state, argv[0], options);
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quit(1);
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}
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@@ -526,8 +524,8 @@ main(int argc, char *argv[])
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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_Texture **)SDL_malloc(state->num_windows * sizeof(*sprites));
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if (sprites == NULL) {
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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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@@ -541,9 +539,9 @@ main(int argc, char *argv[])
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}
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/* Allocate memory for the sprite info */
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positions = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect));
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velocities = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect));
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if (!positions || !velocities) {
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positions = (SDL_Rect *)SDL_malloc(num_sprites * sizeof(SDL_Rect));
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velocities = (SDL_Rect *)SDL_malloc(num_sprites * sizeof(SDL_Rect));
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if (positions == NULL || velocities == NULL) {
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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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