Mercurial > sdl-ios-xcode
annotate XCodeiPhoneOS/Demos/src/happy.c @ 3008:786a48f8309c
First shot at autogenerated audio resamplers.
Don't check in a new SDL_audiotypecvt.c yet, though.
author | Ryan C. Gordon <icculus@icculus.org> |
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date | Fri, 09 Jan 2009 15:41:45 +0000 |
parents | 9dde605c7540 |
children | 375ee92745e8 |
rev | line source |
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2765
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1 /* |
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2 * happy.c |
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3 * written by Holmes Futrell |
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4 * use however you want |
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5 */ |
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6 |
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7 #include "SDL.h" |
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8 #include "common.h" |
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9 |
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10 #define NUM_HAPPY_FACES 100 /* number of faces to draw */ |
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11 #define MILLESECONDS_PER_FRAME 16 /* about 60 frames per second */ |
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12 #define HAPPY_FACE_SIZE 32 /* width and height of happyface (pixels) */ |
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13 |
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14 static SDL_TextureID texture_id = 0; /* reference to texture holding happyface */ |
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15 |
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16 static struct |
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17 { |
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18 float x, y; /* position of happyface */ |
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19 float xvel, yvel; /* velocity of happyface */ |
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20 } faces[NUM_HAPPY_FACES]; |
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21 |
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22 /* |
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23 Sets initial positions and velocities of happyfaces |
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24 units of velocity are pixels per millesecond |
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25 */ |
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26 void |
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27 initializeHappyFaces() |
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28 { |
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29 int i; |
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30 for (i = 0; i < NUM_HAPPY_FACES; i++) { |
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31 faces[i].x = randomFloat(0.0f, SCREEN_WIDTH - HAPPY_FACE_SIZE); |
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32 faces[i].y = randomFloat(0.0f, SCREEN_HEIGHT - HAPPY_FACE_SIZE); |
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33 faces[i].xvel = randomFloat(-0.1f, 0.1f); |
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34 faces[i].yvel = randomFloat(-0.1f, 0.1f); |
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35 } |
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36 } |
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37 |
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38 void |
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39 render(void) |
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40 { |
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41 |
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42 int i; |
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43 SDL_Rect srcRect; |
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44 SDL_Rect dstRect; |
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45 |
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46 /* setup boundaries for happyface bouncing */ |
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47 Uint16 maxx = SCREEN_WIDTH - HAPPY_FACE_SIZE; |
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48 Uint16 maxy = SCREEN_HEIGHT - HAPPY_FACE_SIZE; |
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49 Uint16 minx = 0; |
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50 Uint16 miny = 0; |
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51 |
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52 /* setup rects for drawing */ |
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53 srcRect.x = 0; |
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54 srcRect.y = 0; |
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55 srcRect.w = HAPPY_FACE_SIZE; |
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56 srcRect.h = HAPPY_FACE_SIZE; |
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57 dstRect.w = HAPPY_FACE_SIZE; |
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58 dstRect.h = HAPPY_FACE_SIZE; |
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59 |
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60 /* fill background in with black */ |
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61 SDL_RenderFill(0, 0, 0, 255, NULL); |
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62 |
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63 /* |
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64 loop through all the happy faces: |
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65 - update position |
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66 - update velocity (if boundary is hit) |
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67 - draw |
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68 */ |
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69 for (i = 0; i < NUM_HAPPY_FACES; i++) { |
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70 faces[i].x += faces[i].xvel * MILLESECONDS_PER_FRAME; |
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71 faces[i].y += faces[i].yvel * MILLESECONDS_PER_FRAME; |
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72 if (faces[i].x > maxx) { |
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73 faces[i].x = maxx; |
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74 faces[i].xvel = -faces[i].xvel; |
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75 } else if (faces[i].y > maxy) { |
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76 faces[i].y = maxy; |
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77 faces[i].yvel = -faces[i].yvel; |
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78 } |
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79 if (faces[i].x < minx) { |
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80 faces[i].x = minx; |
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81 faces[i].xvel = -faces[i].xvel; |
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82 } else if (faces[i].y < miny) { |
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83 faces[i].y = miny; |
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84 faces[i].yvel = -faces[i].yvel; |
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85 } |
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86 dstRect.x = faces[i].x; |
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87 dstRect.y = faces[i].y; |
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88 SDL_RenderCopy(texture_id, &srcRect, &dstRect); |
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89 } |
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90 /* update screen */ |
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91 SDL_RenderPresent(); |
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92 |
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93 } |
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94 |
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95 /* |
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96 loads the happyface graphic into a texture |
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97 */ |
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98 void |
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99 initializeTexture() |
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100 { |
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101 SDL_Surface *bmp_surface; |
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102 SDL_Surface *bmp_surface_rgba; |
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103 int format = SDL_PIXELFORMAT_ABGR8888; /* desired texture format */ |
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104 Uint32 Rmask, Gmask, Bmask, Amask; /* masks for desired format */ |
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105 int bpp; /* bits per pixel for desired format */ |
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106 /* load the bmp */ |
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107 bmp_surface = SDL_LoadBMP("icon.bmp"); |
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108 if (bmp_surface == NULL) { |
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109 fatalError("could not load bmp"); |
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110 } |
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111 /* set white to transparent on the happyface */ |
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112 SDL_SetColorKey(bmp_surface, 1, |
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113 SDL_MapRGB(bmp_surface->format, 255, 255, 255)); |
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114 SDL_PixelFormatEnumToMasks(format, &bpp, &Rmask, &Gmask, &Bmask, &Amask); |
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115 /* |
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116 create a new RGBA surface and blit the bmp to it |
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117 this is an extra step, but it seems to be necessary |
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118 is this a bug? |
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119 */ |
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120 bmp_surface_rgba = |
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121 SDL_CreateRGBSurface(0, bmp_surface->w, bmp_surface->h, bpp, Rmask, |
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122 Gmask, Bmask, Amask); |
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123 SDL_BlitSurface(bmp_surface, NULL, bmp_surface_rgba, NULL); |
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124 |
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125 /* convert RGBA surface to texture */ |
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126 texture_id = SDL_CreateTextureFromSurface(format, bmp_surface_rgba); |
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127 if (texture_id == 0) { |
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128 fatalError("could not create texture"); |
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129 } |
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130 SDL_SetTextureBlendMode(texture_id, SDL_BLENDMODE_BLEND); |
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131 |
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132 /* free up allocated memory */ |
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133 SDL_FreeSurface(bmp_surface_rgba); |
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134 SDL_FreeSurface(bmp_surface); |
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135 } |
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136 |
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137 int |
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138 main(int argc, char *argv[]) |
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139 { |
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140 |
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141 SDL_WindowID windowID; |
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142 Uint32 startFrame; |
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143 Uint32 endFrame; |
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144 Uint32 delay; |
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145 int done; |
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146 |
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147 /* initialize SDL */ |
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148 if (SDL_Init(SDL_INIT_VIDEO) < 0) { |
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149 fatalError("Could not initialize SDL"); |
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150 } |
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151 windowID = SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, |
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152 SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | |
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153 SDL_WINDOW_BORDERLESS); |
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154 |
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155 SDL_CreateRenderer(windowID, -1, 0); |
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156 |
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157 initializeTexture(); |
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158 initializeHappyFaces(); |
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159 |
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160 /* main loop */ |
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161 done = 0; |
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162 while (!done) { |
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163 startFrame = SDL_GetTicks(); |
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164 SDL_Event event; |
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165 while (SDL_PollEvent(&event)) { |
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166 if (event.type == SDL_QUIT) { |
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167 done = 1; |
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168 } |
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169 } |
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170 render(); |
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171 endFrame = SDL_GetTicks(); |
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172 |
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173 /* figure out how much time we have left, and then sleep */ |
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174 delay = MILLESECONDS_PER_FRAME - (endFrame - startFrame); |
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175 if (delay < 0) { |
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176 delay = 0; |
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177 } else if (delay > MILLESECONDS_PER_FRAME) { |
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178 delay = MILLESECONDS_PER_FRAME; |
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179 } |
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180 SDL_Delay(delay); |
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181 } |
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182 |
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183 /* cleanup */ |
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184 SDL_DestroyTexture(texture_id); |
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185 /* shutdown SDL */ |
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186 SDL_Quit(); |
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187 |
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188 return 0; |
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189 |
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190 } |