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	As well as reducing duplication, this lets the tests load their resources from the SDL_GetBasePath() on platforms that support it, which is useful if the tests are compiled along with the rest of SDL and installed below /usr as manual tests, similar to GNOME's installed-tests convention. Thanks to Ozkan Sezer for the OS/2 build glue. Co-authored-by: Ozkan Sezer <sezeroz@gmail.com> Signed-off-by: Simon McVittie <smcv@collabora.com>
		
			
				
	
	
		
			233 lines
		
	
	
		
			6.5 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			233 lines
		
	
	
		
			6.5 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
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  Copyright (C) 1997-2022 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:  Check viewports */
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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.h"
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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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static SDL_Rect viewport;
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static int done, j;
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static SDL_bool use_target = SDL_FALSE;
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#ifdef __EMSCRIPTEN__
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static Uint32 wait_start;
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#endif
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static SDL_Texture *sprite;
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static int sprite_w, sprite_h;
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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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void
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DrawOnViewport(SDL_Renderer * renderer)
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{    
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    SDL_Rect rect;
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    /* Set the viewport */
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    SDL_RenderSetViewport(renderer, &viewport);
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    /* Draw a gray background */
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    SDL_SetRenderDrawColor(renderer, 0x80, 0x80, 0x80, 0xFF);
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    SDL_RenderClear(renderer);
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    /* Test inside points */
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    SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0x00, 0xFF);
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    SDL_RenderDrawPoint(renderer, viewport.h/2 + 20, viewport.w/2);
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    SDL_RenderDrawPoint(renderer, viewport.h/2 - 20, viewport.w/2);
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    SDL_RenderDrawPoint(renderer, viewport.h/2     , viewport.w/2 - 20);
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    SDL_RenderDrawPoint(renderer, viewport.h/2     , viewport.w/2 + 20);
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    /* Test horizontal and vertical lines */
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    SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
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    SDL_RenderDrawLine(renderer, 1, 0, viewport.w-2, 0);
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    SDL_RenderDrawLine(renderer, 1, viewport.h-1, viewport.w-2, viewport.h-1);
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    SDL_RenderDrawLine(renderer, 0, 1, 0, viewport.h-2);
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    SDL_RenderDrawLine(renderer, viewport.w-1, 1, viewport.w-1, viewport.h-2);
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    /* Test diagonal lines */
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    SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0xFF, 0xFF);
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    SDL_RenderDrawLine(renderer, 0, 0, viewport.w-1, viewport.h-1);
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    SDL_RenderDrawLine(renderer, viewport.w-1, 0, 0, viewport.h-1);                      
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    /* Test outside points */
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    SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0x00, 0xFF);
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    SDL_RenderDrawPoint(renderer, viewport.h/2 + viewport.h, viewport.w/2);
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    SDL_RenderDrawPoint(renderer, viewport.h/2 - viewport.h, viewport.w/2);
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    SDL_RenderDrawPoint(renderer, viewport.h/2, viewport.w/2 - viewport.w);
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    SDL_RenderDrawPoint(renderer, viewport.h/2, viewport.w/2 + viewport.w);
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    /* Add a box at the top */
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    rect.w = 8;
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    rect.h = 8;
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    rect.x = (viewport.w - rect.w) / 2;
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    rect.y = 0;
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    SDL_RenderFillRect(renderer, &rect);
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    /* Add a clip rect and fill it with the sprite */
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    SDL_QueryTexture(sprite, NULL, NULL, &rect.w, &rect.h);
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    rect.x = (viewport.w - rect.w) / 2;
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    rect.y = (viewport.h - rect.h) / 2;
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    SDL_RenderSetClipRect(renderer, &rect);
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    SDL_RenderCopy(renderer, sprite, NULL, &rect);
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    SDL_RenderSetClipRect(renderer, NULL);
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}
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void
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loop()
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{
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#ifdef __EMSCRIPTEN__
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    /* Avoid using delays */
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    if(SDL_GetTicks() - wait_start < 1000)
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        return;
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    wait_start = SDL_GetTicks();
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#endif
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    SDL_Event event;
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    int i;
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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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    /* Move a viewport box in steps around the screen */
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    viewport.x = j * 100;
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    viewport.y = viewport.x;
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    viewport.w = 100 + j * 50;
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    viewport.h = 100 + j * 50;
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    j = (j + 1) % 4;
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    SDL_Log("Current Viewport x=%i y=%i w=%i h=%i", viewport.x, viewport.y, viewport.w, viewport.h);
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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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        /* Draw using viewport */
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        DrawOnViewport(state->renderers[i]);
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        /* Update the screen! */
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        if (use_target) {
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            SDL_SetRenderTarget(state->renderers[i], NULL);
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            SDL_RenderCopy(state->renderers[i], state->targets[i], NULL, NULL);
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            SDL_RenderPresent(state->renderers[i]);
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            SDL_SetRenderTarget(state->renderers[i], state->targets[i]);
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        } else {
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            SDL_RenderPresent(state->renderers[i]);
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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
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main(int argc, char *argv[])
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{
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    int i;
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    Uint32 then, now, frames;
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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], "--target") == 0) {
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                use_target = 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[] = { "[--target]", 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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    sprite = LoadTexture(state->renderers[0], "icon.bmp", SDL_TRUE, &sprite_w, &sprite_h);
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    if (sprite == NULL) {
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        quit(2);
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    }
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    if (use_target) {
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        int w, h;
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        for (i = 0; i < state->num_windows; ++i) {
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            SDL_GetWindowSize(state->windows[i], &w, &h);
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            state->targets[i] = SDL_CreateTexture(state->renderers[i], SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, w, h);
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            SDL_SetRenderTarget(state->renderers[i], state->targets[i]);
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        }
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    }
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    for (i = 0; i < state->num_windows; ++i) {
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        SDL_Renderer *renderer = state->renderers[i];
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        SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
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        SDL_RenderClear(renderer);
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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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    j = 0;
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#ifdef __EMSCRIPTEN__
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    wait_start = SDL_GetTicks();
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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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        SDL_Delay(1000);
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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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    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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