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	https://stackoverflow.com/questions/42125/warning-error-function-declaration-isnt-a-prototype In C int foo() and int foo(void) are different functions. int foo() accepts an arbitrary number of arguments, while int foo(void) accepts 0 arguments. In C++ they mean the same thing.
		
			
				
	
	
		
			290 lines
		
	
	
		
			8.1 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			290 lines
		
	
	
		
			8.1 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:  Move N sprites around on the screen as fast as possible */
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#include <stdlib.h>
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#include <stdio.h>
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#include <time.h>
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#ifdef __EMSCRIPTEN__
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#include <emscripten/emscripten.h>
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#endif
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#include "SDL_test_common.h"
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#include "testutils.h"
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static SDLTest_CommonState *state;
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typedef struct
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{
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    SDL_Window *window;
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    SDL_Renderer *renderer;
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    SDL_Texture *background;
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    SDL_Texture *sprite;
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    SDL_Rect sprite_rect;
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    int scale_direction;
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} DrawState;
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DrawState *drawstates;
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int done;
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SDL_bool test_composite = SDL_FALSE;
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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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    SDLTest_CommonQuit(state);
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    exit(rc);
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}
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SDL_bool
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DrawComposite(DrawState *s)
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{
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    SDL_Rect viewport, R;
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    SDL_Texture *target;
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    static SDL_bool blend_tested = SDL_FALSE;
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    if (!blend_tested) {
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        SDL_Texture *A, *B;
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        Uint32 P;
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        A = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, 1, 1);
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        SDL_SetTextureBlendMode(A, SDL_BLENDMODE_BLEND);
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        B = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, 1, 1);
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        SDL_SetTextureBlendMode(B, SDL_BLENDMODE_BLEND);
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        SDL_SetRenderTarget(s->renderer, A);
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        SDL_SetRenderDrawColor(s->renderer, 0x00, 0x00, 0x00, 0x80);
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        SDL_RenderFillRect(s->renderer, NULL);
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        SDL_SetRenderTarget(s->renderer, B);
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        SDL_SetRenderDrawColor(s->renderer, 0x00, 0x00, 0x00, 0x00);
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        SDL_RenderFillRect(s->renderer, NULL);
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        SDL_RenderCopy(s->renderer, A, NULL, NULL);
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        SDL_RenderReadPixels(s->renderer, NULL, SDL_PIXELFORMAT_ARGB8888, &P, sizeof(P));
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        SDL_Log("Blended pixel: 0x%8.8" SDL_PRIX32 "\n", P);
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        SDL_DestroyTexture(A);
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        SDL_DestroyTexture(B);
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        blend_tested = SDL_TRUE;
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    }
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    SDL_RenderGetViewport(s->renderer, &viewport);
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    target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, viewport.w, viewport.h);
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    SDL_SetTextureBlendMode(target, SDL_BLENDMODE_BLEND);
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    SDL_SetRenderTarget(s->renderer, target);
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    /* Draw the background.
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       This is solid black so when the sprite is copied to it, any per-pixel alpha will be blended through.
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     */
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    SDL_SetRenderDrawColor(s->renderer, 0x00, 0x00, 0x00, 0x00);
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    SDL_RenderFillRect(s->renderer, NULL);
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    /* Scale and draw the sprite */
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    s->sprite_rect.w += s->scale_direction;
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    s->sprite_rect.h += s->scale_direction;
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    if (s->scale_direction > 0) {
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        if (s->sprite_rect.w >= viewport.w || s->sprite_rect.h >= viewport.h) {
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            s->scale_direction = -1;
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        }
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    } else {
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        if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) {
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            s->scale_direction = 1;
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        }
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    }
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    s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2;
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    s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2;
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    SDL_RenderCopy(s->renderer, s->sprite, NULL, &s->sprite_rect);
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    SDL_SetRenderTarget(s->renderer, NULL);
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    SDL_RenderCopy(s->renderer, s->background, NULL, NULL);
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    SDL_SetRenderDrawBlendMode(s->renderer, SDL_BLENDMODE_BLEND);
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    SDL_SetRenderDrawColor(s->renderer, 0xff, 0x00, 0x00, 0x80);
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    R.x = 0;
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    R.y = 0;
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    R.w = 100;
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    R.h = 100;
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    SDL_RenderFillRect(s->renderer, &R);
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    SDL_SetRenderDrawBlendMode(s->renderer, SDL_BLENDMODE_NONE);
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    SDL_RenderCopy(s->renderer, target, NULL, NULL);
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    SDL_DestroyTexture(target);
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    /* Update the screen! */
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    SDL_RenderPresent(s->renderer);
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    return SDL_TRUE;
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}
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SDL_bool
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Draw(DrawState *s)
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{
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    SDL_Rect viewport;
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    SDL_Texture *target;
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    SDL_RenderGetViewport(s->renderer, &viewport);
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    target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, viewport.w, viewport.h);
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    if (!target) {
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        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create render target texture: %s\n", SDL_GetError());
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        return SDL_FALSE;
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    }
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    SDL_SetRenderTarget(s->renderer, target);
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    /* Draw the background */
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    SDL_RenderCopy(s->renderer, s->background, NULL, NULL);
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    /* Scale and draw the sprite */
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    s->sprite_rect.w += s->scale_direction;
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    s->sprite_rect.h += s->scale_direction;
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    if (s->scale_direction > 0) {
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        if (s->sprite_rect.w >= viewport.w || s->sprite_rect.h >= viewport.h) {
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            s->scale_direction = -1;
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        }
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    } else {
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        if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) {
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            s->scale_direction = 1;
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        }
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    }
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    s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2;
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    s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2;
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    SDL_RenderCopy(s->renderer, s->sprite, NULL, &s->sprite_rect);
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    SDL_SetRenderTarget(s->renderer, NULL);
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    SDL_RenderCopy(s->renderer, target, NULL, NULL);
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    SDL_DestroyTexture(target);
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    /* Update the screen! */
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    SDL_RenderPresent(s->renderer);
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    return SDL_TRUE;
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}
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void loop(void)
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{
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    int i;
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    SDL_Event event;
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    /* Check for events */
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    while (SDL_PollEvent(&event)) {
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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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            continue;
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        }
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        if (test_composite) {
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            if (!DrawComposite(&drawstates[i])) {
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                done = 1;
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            }
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        } else {
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            if (!Draw(&drawstates[i])) {
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                done = 1;
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            }
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        }
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    }
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#ifdef __EMSCRIPTEN__
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    if (done) {
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        emscripten_cancel_main_loop();
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    }
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#endif
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}
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int main(int argc, char *argv[])
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{
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    int i;
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    int frames;
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    Uint32 then, now;
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    /* Enable standard application logging */
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    SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
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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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        return 1;
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    }
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    for (i = 1; i < argc;) {
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        int consumed;
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        consumed = SDLTest_CommonArg(state, i);
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        if (consumed == 0) {
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            consumed = -1;
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            if (SDL_strcasecmp(argv[i], "--composite") == 0) {
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                test_composite = SDL_TRUE;
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                consumed = 1;
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            }
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        }
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        if (consumed < 0) {
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            static const char *options[] = { "[--composite]", NULL };
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            SDLTest_CommonLogUsage(state, argv[0], options);
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            quit(1);
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        }
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        i += consumed;
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    }
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    if (!SDLTest_CommonInit(state)) {
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        quit(2);
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    }
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    drawstates = SDL_stack_alloc(DrawState, state->num_windows);
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    for (i = 0; i < state->num_windows; ++i) {
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        DrawState *drawstate = &drawstates[i];
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        drawstate->window = state->windows[i];
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        drawstate->renderer = state->renderers[i];
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        if (test_composite) {
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            drawstate->sprite = LoadTexture(drawstate->renderer, "icon-alpha.bmp", SDL_TRUE, NULL, NULL);
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        } else {
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            drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", SDL_TRUE, NULL, NULL);
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        }
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        drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", SDL_FALSE, NULL, NULL);
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        if (!drawstate->sprite || !drawstate->background) {
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            quit(2);
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        }
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        SDL_QueryTexture(drawstate->sprite, NULL, NULL,
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                         &drawstate->sprite_rect.w, &drawstate->sprite_rect.h);
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        drawstate->scale_direction = 1;
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    }
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    /* Main render loop */
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    frames = 0;
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    then = SDL_GetTicks();
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    done = 0;
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#ifdef __EMSCRIPTEN__
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    emscripten_set_main_loop(loop, 0, 1);
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#else
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    while (!done) {
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        ++frames;
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        loop();
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    }
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#endif
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    /* Print out some timing information */
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    now = SDL_GetTicks();
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    if (now > then) {
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        double fps = ((double)frames * 1000) / (now - then);
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        SDL_Log("%2.2f frames per second\n", fps);
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    }
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    SDL_stack_free(drawstates);
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    quit(0);
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    return 0;
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}
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/* vi: set ts=4 sw=4 expandtab: */
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