Mercurial > sdl-ios-xcode
annotate test/testshape.c @ 5053:b5b42be9333c
Fixed bug #1026
Vittorio Giovara 2010-07-16 19:09:28 PDT
i was reading SDL_renderer_gles and i noticed that every time we there
is some gl call the gl state is modified with a couple of
glEnableClientState()/glDisableClientState.
While this is completely fine for desktops systems, this is a major
performace kill on mobile devices, right where opengles is
implemented.
Normal practice in this case is to update the glstate once, keep it
always the same and disable/enable other states only in very special
occasions.
On the web there's plenty of documentation (on the top of my head
http://developer.apple.com/iphone/library/documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/Performance/Performance.html#//apple_ref/doc/uid/TP40008793-CH105-SW5
) and i personally tried this.
I modified my code and got a 10 fps boost, then modified SDL_render_gles and
shifted from 40 fps to 50 fps alone -- considering that i started from ~30fps i
got an 80% performance increase with this technique.
I have attached a dif of my changes, hope that it will be included in
mainstream.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Wed, 19 Jan 2011 23:56:16 -0800 |
parents | 6ccfbaef0c0a |
children | dc0dfdd58f27 |
rev | line source |
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1 #include <stdlib.h> |
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2 #include <math.h> |
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3 #include <stdio.h> |
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4 #include "SDL.h" |
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5 #include "SDL_shape.h" |
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6 |
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7 #define SHAPED_WINDOW_X 150 |
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8 #define SHAPED_WINDOW_Y 150 |
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9 #define SHAPED_WINDOW_DIMENSION 640 |
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10 |
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11 #define TICK_INTERVAL 1000/10 |
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12 |
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13 typedef struct LoadedPicture { |
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14 SDL_Surface *surface; |
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15 SDL_Texture *texture; |
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16 SDL_WindowShapeMode mode; |
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17 } LoadedPicture; |
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18 |
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19 void render(SDL_Window* window,SDL_Texture *texture,SDL_Rect texture_dimensions) { |
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20 SDL_SelectRenderer(window); |
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21 |
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22 //Clear render-target to blue. |
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23 SDL_SetRenderDrawColor(0x00,0x00,0xff,0xff); |
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24 SDL_RenderClear(); |
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25 |
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26 //Render the texture. |
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27 SDL_RenderCopy(texture,&texture_dimensions,&texture_dimensions); |
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28 |
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29 SDL_RenderPresent(); |
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30 } |
b33752266d8f
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parents:
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31 |
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32 static Uint32 next_time; |
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33 |
de3b3455f8ec
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34 Uint32 time_left() { |
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35 Uint32 now = SDL_GetTicks(); |
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36 if(next_time <= now) |
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37 return 0; |
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38 else |
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39 return next_time - now; |
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40 } |
de3b3455f8ec
Put the render loop back in its right place, but with delaying functionality to keep it down to roughly 60fps, not eating up all the X11 time.
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parents:
4804
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41 |
4799
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42 int main(int argc,char** argv) { |
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43 Uint8 num_pictures; |
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44 LoadedPicture* pictures; |
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45 int i, j; |
4817
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Fixed a couple of bugs in the general and X11 shape code, and fixed a bug in testshape that was keeping it from recognizing surfaces without alpha. Thanks to Andreas's bit-bashing tip, X11 shaped windows now work entirely, AFAICT.
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46 SDL_PixelFormat* format = NULL; |
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47 SDL_Window *window; |
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48 SDL_Color black = {0,0,0,0xff}; |
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49 SDL_Event event; |
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50 int event_pending = 0; |
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51 int should_exit = 0; |
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52 unsigned int current_picture; |
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53 int button_down; |
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54 Uint32 pixelFormat = 0; |
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Fixed a couple of bugs in the general and X11 shape code, and fixed a bug in testshape that was keeping it from recognizing surfaces without alpha. Thanks to Andreas's bit-bashing tip, X11 shaped windows now work entirely, AFAICT.
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55 int access = 0; |
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56 SDL_Rect texture_dimensions;; |
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57 |
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58 if(argc < 2) { |
5032 | 59 printf("SDL_Shape requires at least one bitmap file as argument.\n"); |
60 exit(-1); | |
61 } | |
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62 |
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63 if(SDL_VideoInit(NULL,0) == -1) { |
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64 printf("Could not initialize SDL video.\n"); |
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65 exit(-2); |
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66 } |
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67 |
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68 num_pictures = argc - 1; |
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69 pictures = (LoadedPicture *)malloc(sizeof(LoadedPicture)*num_pictures); |
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70 for(i=0;i<num_pictures;i++) |
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71 pictures[i].surface = NULL; |
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72 for(i=0;i<num_pictures;i++) { |
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73 pictures[i].surface = SDL_LoadBMP(argv[i+1]); |
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74 if(pictures[i].surface == NULL) { |
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75 j = 0; |
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76 for(j=0;j<num_pictures;j++) |
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77 if(pictures[j].surface != NULL) |
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78 SDL_FreeSurface(pictures[j].surface); |
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79 free(pictures); |
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80 SDL_VideoQuit(); |
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81 printf("Could not load surface from named bitmap file.\n"); |
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82 exit(-3); |
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83 } |
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84 |
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85 format = pictures[i].surface->format; |
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86 if(format->Amask != 0) { |
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87 pictures[i].mode.mode = ShapeModeBinarizeAlpha; |
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88 pictures[i].mode.parameters.binarizationCutoff = 255; |
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89 } |
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90 else { |
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91 pictures[i].mode.mode = ShapeModeColorKey; |
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92 pictures[i].mode.parameters.colorKey = black; |
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93 } |
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94 } |
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95 |
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96 window = SDL_CreateShapedWindow("SDL_Shape test",SHAPED_WINDOW_X,SHAPED_WINDOW_Y,SHAPED_WINDOW_DIMENSION,SHAPED_WINDOW_DIMENSION,SDL_WINDOW_RESIZABLE | SDL_WINDOW_SHOWN); |
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97 if(window == NULL) { |
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98 for(i=0;i<num_pictures;i++) |
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99 SDL_FreeSurface(pictures[i].surface); |
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100 free(pictures); |
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101 SDL_VideoQuit(); |
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102 printf("Could not create shaped window for SDL_Shape.\n"); |
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103 exit(-4); |
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104 } |
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105 if(SDL_CreateRenderer(window,-1,SDL_RENDERER_PRESENTFLIP2) == -1) { |
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106 SDL_DestroyWindow(window); |
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107 for(i=0;i<num_pictures;i++) |
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108 SDL_FreeSurface(pictures[i].surface); |
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109 free(pictures); |
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110 SDL_VideoQuit(); |
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111 printf("Could not create rendering context for SDL_Shape window.\n"); |
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112 exit(-5); |
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113 } |
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114 |
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115 for(i=0;i<num_pictures;i++) |
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116 pictures[i].texture = NULL; |
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117 for(i=0;i<num_pictures;i++) { |
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118 pictures[i].texture = SDL_CreateTextureFromSurface(0,pictures[i].surface); |
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119 if(pictures[i].texture == NULL) { |
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120 j = 0; |
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121 for(j=0;j<num_pictures;i++) |
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122 if(pictures[i].texture != NULL) |
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123 SDL_DestroyTexture(pictures[i].texture); |
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124 for(i=0;i<num_pictures;i++) |
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125 SDL_FreeSurface(pictures[i].surface); |
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126 free(pictures); |
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127 SDL_DestroyRenderer(window); |
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128 SDL_DestroyWindow(window); |
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129 SDL_VideoQuit(); |
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130 printf("Could not create texture for SDL_shape.\n"); |
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131 exit(-6); |
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132 } |
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133 } |
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134 |
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135 event_pending = 0; |
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136 should_exit = 0; |
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137 event_pending = SDL_PollEvent(&event); |
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138 current_picture = 0; |
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139 button_down = 0; |
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140 texture_dimensions.h = 0; |
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141 texture_dimensions.w = 0; |
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142 texture_dimensions.x = 0; |
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143 texture_dimensions.y = 0; |
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144 SDL_QueryTexture(pictures[current_picture].texture,(Uint32 *)&pixelFormat,(int *)&access,&texture_dimensions.w,&texture_dimensions.h); |
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145 SDL_SetWindowSize(window,texture_dimensions.w,texture_dimensions.h); |
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146 SDL_SetWindowShape(window,pictures[current_picture].surface,&pictures[current_picture].mode); |
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147 next_time = SDL_GetTicks() + TICK_INTERVAL; |
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148 while(should_exit == 0) { |
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149 event_pending = SDL_PollEvent(&event); |
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150 if(event_pending == 1) { |
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151 if(event.type == SDL_KEYDOWN) { |
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152 button_down = 1; |
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153 if(event.key.keysym.sym == SDLK_ESCAPE) |
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154 should_exit = 1; |
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155 } |
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156 if(button_down && event.type == SDL_KEYUP) { |
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157 button_down = 0; |
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158 current_picture += 1; |
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159 if(current_picture >= num_pictures) |
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160 current_picture = 0; |
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161 SDL_QueryTexture(pictures[current_picture].texture,(Uint32 *)&pixelFormat,(int *)&access,&texture_dimensions.w,&texture_dimensions.h); |
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162 SDL_SetWindowSize(window,texture_dimensions.w,texture_dimensions.h); |
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163 SDL_SetWindowShape(window,pictures[current_picture].surface,&pictures[current_picture].mode); |
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164 } |
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165 if(event.type == SDL_QUIT) |
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166 should_exit = 1; |
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167 event_pending = 0; |
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168 } |
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169 render(window,pictures[current_picture].texture,texture_dimensions); |
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170 SDL_Delay(time_left()); |
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171 next_time += TICK_INTERVAL; |
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172 } |
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173 |
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174 //Free the textures. |
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175 for(i=0;i<num_pictures;i++) |
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176 SDL_DestroyTexture(pictures[i].texture); |
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177 //Destroy the window. |
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178 SDL_DestroyWindow(window); |
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179 //Free the original surfaces backing the textures. |
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180 for(i=0;i<num_pictures;i++) |
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181 SDL_FreeSurface(pictures[i].surface); |
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182 free(pictures); |
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183 //Call SDL_VideoQuit() before quitting. |
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184 SDL_VideoQuit(); |
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185 |
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186 return 0; |
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187 } |