annotate Xcode-iPhoneOS/Demos/src/happy.c @ 3409:c8f580ebc96a

Adam Strzelecki to SDL Sending a patch for fullscreen Mac OS X SDL 1.3 (SVN) Cocoa mouse position handling. In fullscreen mouse coordinates should be relative to SCREEN not to the window, which doesn't really occupy fullscreen. Without this patch mouse position (especially Y) was totally incorrect (shifted) in fullscreen.
author Sam Lantinga <slouken@libsdl.org>
date Thu, 22 Oct 2009 04:46:11 +0000
parents 20326ba2bda2
children 64ce267332c6
rev   line source
3277
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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_SetRenderDrawColor(0, 0, 0, 255);
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62 SDL_RenderFill(NULL);
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63
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64 /*
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65 loop through all the happy faces:
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66 - update position
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67 - update velocity (if boundary is hit)
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68 - draw
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69 */
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70 for (i = 0; i < NUM_HAPPY_FACES; i++) {
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71 faces[i].x += faces[i].xvel * MILLESECONDS_PER_FRAME;
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72 faces[i].y += faces[i].yvel * MILLESECONDS_PER_FRAME;
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73 if (faces[i].x > maxx) {
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74 faces[i].x = maxx;
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75 faces[i].xvel = -faces[i].xvel;
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76 } else if (faces[i].y > maxy) {
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77 faces[i].y = maxy;
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78 faces[i].yvel = -faces[i].yvel;
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79 }
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80 if (faces[i].x < minx) {
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81 faces[i].x = minx;
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82 faces[i].xvel = -faces[i].xvel;
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83 } else if (faces[i].y < miny) {
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84 faces[i].y = miny;
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85 faces[i].yvel = -faces[i].yvel;
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86 }
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87 dstRect.x = faces[i].x;
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88 dstRect.y = faces[i].y;
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89 SDL_RenderCopy(texture_id, &srcRect, &dstRect);
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90 }
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91 /* update screen */
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92 SDL_RenderPresent();
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93
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94 }
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95
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96 /*
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97 loads the happyface graphic into a texture
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98 */
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99 void
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100 initializeTexture()
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101 {
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102 SDL_Surface *bmp_surface;
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103 SDL_Surface *bmp_surface_rgba;
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104 int format = SDL_PIXELFORMAT_ABGR8888; /* desired texture format */
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105 Uint32 Rmask, Gmask, Bmask, Amask; /* masks for desired format */
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106 int bpp; /* bits per pixel for desired format */
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107 /* load the bmp */
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108 bmp_surface = SDL_LoadBMP("icon.bmp");
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109 if (bmp_surface == NULL) {
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110 fatalError("could not load bmp");
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111 }
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112 /* set white to transparent on the happyface */
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113 SDL_SetColorKey(bmp_surface, 1,
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114 SDL_MapRGB(bmp_surface->format, 255, 255, 255));
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115 SDL_PixelFormatEnumToMasks(format, &bpp, &Rmask, &Gmask, &Bmask, &Amask);
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116 /*
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117 create a new RGBA surface and blit the bmp to it
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118 this is an extra step, but it seems to be necessary
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119 is this a bug?
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120 */
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121 bmp_surface_rgba =
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122 SDL_CreateRGBSurface(0, bmp_surface->w, bmp_surface->h, bpp, Rmask,
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123 Gmask, Bmask, Amask);
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124 SDL_BlitSurface(bmp_surface, NULL, bmp_surface_rgba, NULL);
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125
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126 /* convert RGBA surface to texture */
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127 texture_id = SDL_CreateTextureFromSurface(format, bmp_surface_rgba);
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128 if (texture_id == 0) {
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129 fatalError("could not create texture");
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130 }
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131 SDL_SetTextureBlendMode(texture_id, SDL_BLENDMODE_BLEND);
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132
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133 /* free up allocated memory */
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134 SDL_FreeSurface(bmp_surface_rgba);
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135 SDL_FreeSurface(bmp_surface);
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136 }
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137
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138 int
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139 main(int argc, char *argv[])
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140 {
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141
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142 SDL_WindowID windowID;
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143 Uint32 startFrame;
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144 Uint32 endFrame;
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145 Uint32 delay;
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146 int done;
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147
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148 /* initialize SDL */
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149 if (SDL_Init(SDL_INIT_VIDEO) < 0) {
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150 fatalError("Could not initialize SDL");
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151 }
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152 windowID = SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
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153 SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN |
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154 SDL_WINDOW_BORDERLESS);
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155
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156 SDL_CreateRenderer(windowID, -1, 0);
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157
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158 initializeTexture();
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159 initializeHappyFaces();
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160
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161 /* main loop */
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162 done = 0;
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163 while (!done) {
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164 startFrame = SDL_GetTicks();
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165 SDL_Event event;
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166 while (SDL_PollEvent(&event)) {
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167 if (event.type == SDL_QUIT) {
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168 done = 1;
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169 }
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170 }
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171 render();
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172 endFrame = SDL_GetTicks();
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173
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174 /* figure out how much time we have left, and then sleep */
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175 delay = MILLESECONDS_PER_FRAME - (endFrame - startFrame);
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176 if (delay < 0) {
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177 delay = 0;
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178 } else if (delay > MILLESECONDS_PER_FRAME) {
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179 delay = MILLESECONDS_PER_FRAME;
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180 }
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181 SDL_Delay(delay);
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182 }
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183
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184 /* cleanup */
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185 SDL_DestroyTexture(texture_id);
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186 /* shutdown SDL */
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187 SDL_Quit();
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188
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189 return 0;
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190
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191 }