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	This is consistent with the naming for the functions that affect other data types Fixes https://github.com/libsdl-org/SDL/issues/10241
		
			
				
	
	
		
			234 lines
		
	
	
		
			6.9 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			234 lines
		
	
	
		
			6.9 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
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  Copyright (C) 1997-2024 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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  arising from the use of this software.
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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:  Create a native window and attach an SDL renderer */
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#include "testnative.h"
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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#include <SDL3/SDL_test.h>
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#include "testutils.h"
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#include <stdlib.h>
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#define WINDOW_W    640
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#define WINDOW_H    480
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#define NUM_SPRITES 100
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#define MAX_SPEED   1
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static NativeWindowFactory *factories[] = {
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#ifdef TEST_NATIVE_WINDOWS
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    &WindowsWindowFactory,
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#endif
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#ifdef TEST_NATIVE_WAYLAND
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    &WaylandWindowFactory,
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#endif
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#ifdef TEST_NATIVE_X11
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    &X11WindowFactory,
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#endif
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#ifdef TEST_NATIVE_COCOA
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    &CocoaWindowFactory,
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#endif
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    NULL
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};
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static NativeWindowFactory *factory = NULL;
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static void *native_window;
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static SDL_FRect *positions, *velocities;
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static SDLTest_CommonState *state;
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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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    if (native_window && factory) {
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        factory->DestroyNativeWindow(native_window);
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    }
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    SDL_Quit();
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    SDLTest_CommonDestroyState(state);
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    /* Let 'main()' return normally */
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    if (rc != 0) {
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        exit(rc);
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    }
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}
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static void MoveSprites(SDL_Renderer *renderer, SDL_Texture *sprite)
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{
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    float sprite_w, sprite_h;
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    int i;
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    SDL_Rect viewport;
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    SDL_FRect *position, *velocity;
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    /* Query the sizes */
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    SDL_GetRenderViewport(renderer, &viewport);
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    SDL_GetTextureSize(sprite, &sprite_w, &sprite_h);
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    /* Draw a gray background */
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    SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
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    SDL_RenderClear(renderer);
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    /* Move the sprite, bounce at the wall, and draw */
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    for (i = 0; i < NUM_SPRITES; ++i) {
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        position = &positions[i];
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        velocity = &velocities[i];
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        position->x += velocity->x;
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        if ((position->x < 0) || (position->x >= (viewport.w - sprite_w))) {
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            velocity->x = -velocity->x;
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            position->x += velocity->x;
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        }
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        position->y += velocity->y;
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        if ((position->y < 0) || (position->y >= (viewport.h - sprite_h))) {
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            velocity->y = -velocity->y;
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            position->y += velocity->y;
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        }
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        /* Blit the sprite onto the screen */
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        SDL_RenderTexture(renderer, sprite, NULL, position);
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    }
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    /* Update the screen! */
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    SDL_RenderPresent(renderer);
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}
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int main(int argc, char *argv[])
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{
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    int i, done;
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    const char *driver;
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    SDL_PropertiesID props;
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    SDL_Window *window;
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    SDL_Renderer *renderer;
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    SDL_Texture *sprite;
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    int window_w, window_h;
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    float sprite_w, sprite_h;
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    SDL_Event event;
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    /* Initialize test framework */
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    state = SDLTest_CommonCreateState(argv, 0);
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    if (!state) {
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        return 1;
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    }
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    /* Enable standard application logging */
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    SDL_SetLogPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
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    /* Parse commandline */
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    if (!SDLTest_CommonDefaultArgs(state, argc, argv)) {
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        return 1;
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    }
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    if (SDL_Init(SDL_INIT_VIDEO) < 0) {
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        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL video: %s\n",
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                     SDL_GetError());
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        exit(1);
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    }
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    driver = SDL_GetCurrentVideoDriver();
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    /* Find a native window driver and create a native window */
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    for (i = 0; factories[i]; ++i) {
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        if (SDL_strcmp(driver, factories[i]->tag) == 0) {
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            factory = factories[i];
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            break;
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        }
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    }
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    if (!factory) {
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        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't find native window code for %s driver\n",
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                     driver);
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        quit(2);
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    }
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    SDL_Log("Creating native window for %s driver\n", driver);
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    native_window = factory->CreateNativeWindow(WINDOW_W, WINDOW_H);
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    if (!native_window) {
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        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create native window\n");
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        quit(3);
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    }
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    props = SDL_CreateProperties();
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    SDL_SetPointerProperty(props, "sdl2-compat.external_window", native_window);
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    SDL_SetBooleanProperty(props, SDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN, SDL_TRUE);
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    SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_WIDTH_NUMBER, WINDOW_W);
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    SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_HEIGHT_NUMBER, WINDOW_H);
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    window = SDL_CreateWindowWithProperties(props);
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    SDL_DestroyProperties(props);
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    if (!window) {
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        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create SDL window: %s\n", SDL_GetError());
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        quit(4);
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    }
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    SDL_SetWindowTitle(window, "SDL Native Window Test");
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    /* Create the renderer */
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    renderer = SDL_CreateRenderer(window, NULL);
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    if (!renderer) {
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        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create renderer: %s\n", SDL_GetError());
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        quit(5);
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    }
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    /* Clear the window, load the sprite and go! */
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    SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
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    SDL_RenderClear(renderer);
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    sprite = LoadTexture(renderer, "icon.bmp", SDL_TRUE, NULL, NULL);
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    if (!sprite) {
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        quit(6);
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    }
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    /* Allocate memory for the sprite info */
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    SDL_GetWindowSize(window, &window_w, &window_h);
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    SDL_GetTextureSize(sprite, &sprite_w, &sprite_h);
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    positions = (SDL_FRect *)SDL_malloc(NUM_SPRITES * sizeof(*positions));
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    velocities = (SDL_FRect *)SDL_malloc(NUM_SPRITES * sizeof(*velocities));
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    if (!positions || !velocities) {
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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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    for (i = 0; i < NUM_SPRITES; ++i) {
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        positions[i].x = (float)(SDL_rand(window_w - (int)sprite_w));
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        positions[i].y = (float)(SDL_rand(window_h - (int)sprite_h));
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        positions[i].w = sprite_w;
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        positions[i].h = sprite_h;
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        velocities[i].x = 0.0f;
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        velocities[i].y = 0.0f;
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        while (velocities[i].x == 0.f && velocities[i].y == 0.f) {
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            velocities[i].x = (float)(SDL_rand(MAX_SPEED * 2 + 1) - MAX_SPEED);
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            velocities[i].y = (float)(SDL_rand(MAX_SPEED * 2 + 1) - MAX_SPEED);
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        }
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    }
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    /* Main render loop */
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    done = 0;
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    while (!done) {
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        /* Check for events */
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        while (SDL_PollEvent(&event)) {
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            switch (event.type) {
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            case SDL_EVENT_WINDOW_EXPOSED:
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                SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
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                SDL_RenderClear(renderer);
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                break;
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            case SDL_EVENT_QUIT:
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                done = 1;
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                break;
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            default:
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                break;
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            }
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        }
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        MoveSprites(renderer, sprite);
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    }
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    SDL_DestroyTexture(sprite);
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    SDL_DestroyRenderer(renderer);
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    SDL_DestroyWindow(window);
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    SDL_free(positions);
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    SDL_free(velocities);
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    quit(0);
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    return 0; /* to prevent compiler warning */
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}
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