author | Philipp Wiesemann <philipp.wiesemann@arcor.de> |
Wed, 25 Nov 2015 21:39:28 +0100 | |
changeset 9922 | b066d5fd5fa7 |
parent 9619 | b94b6d0bff0f |
child 9965 | c9e808986712 |
permissions | -rw-r--r-- |
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SDL 1.3 is now under the zlib license.
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/* |
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Updated the copyright year to 2015
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Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org> |
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|
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SDL 1.3 is now under the zlib license.
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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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|
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SDL 1.3 is now under the zlib license.
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Permission is granted to anyone to use this software for any purpose, |
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9 |
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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|
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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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|
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#ifdef __EMSCRIPTEN__ |
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#include <emscripten/emscripten.h> |
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#endif |
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|
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Need to include SDL_main.h ... eh, just include everything. :)
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#include "SDL.h" |
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#define WINDOW_WIDTH 640 |
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#define WINDOW_HEIGHT 480 |
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#define NUM_SPRITES 100 |
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#define MAX_SPEED 1 |
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|
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Switched from SDL_WindowID and SDL_TextureID to SDL_Window* and SDL_Texture* for code simplicity and improved performance.
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static SDL_Texture *sprite; |
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static SDL_Rect positions[NUM_SPRITES]; |
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static SDL_Rect velocities[NUM_SPRITES]; |
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static int sprite_w, sprite_h; |
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SDL_Renderer *renderer; |
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int done; |
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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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exit(rc); |
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} |
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|
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int |
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LoadSprite(char *file, SDL_Renderer *renderer) |
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{ |
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SDL_Surface *temp; |
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|
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/* Load the sprite image */ |
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temp = SDL_LoadBMP(file); |
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if (temp == NULL) { |
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s\n", file, SDL_GetError()); |
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return (-1); |
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} |
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sprite_w = temp->w; |
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sprite_h = temp->h; |
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|
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/* Set transparent pixel as the pixel at (0,0) */ |
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if (temp->format->palette) { |
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SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels); |
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} else { |
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switch (temp->format->BitsPerPixel) { |
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case 15: |
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SDL_SetColorKey(temp, SDL_TRUE, |
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(*(Uint16 *) temp->pixels) & 0x00007FFF); |
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break; |
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case 16: |
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SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels); |
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break; |
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case 24: |
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SDL_SetColorKey(temp, SDL_TRUE, |
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(*(Uint32 *) temp->pixels) & 0x00FFFFFF); |
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break; |
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case 32: |
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SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels); |
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break; |
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} |
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} |
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|
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/* Create textures from the image */ |
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sprite = SDL_CreateTextureFromSurface(renderer, temp); |
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if (!sprite) { |
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError()); |
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SDL_FreeSurface(temp); |
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return (-1); |
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86 |
} |
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SDL_FreeSurface(temp); |
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|
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89 |
/* We're ready to roll. :) */ |
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return (0); |
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91 |
} |
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|
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93 |
void |
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94 |
MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite) |
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95 |
{ |
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int i; |
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int window_w = WINDOW_WIDTH; |
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int window_h = WINDOW_HEIGHT; |
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SDL_Rect *position, *velocity; |
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100 |
|
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101 |
/* Draw a gray background */ |
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102 |
SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF); |
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103 |
SDL_RenderClear(renderer); |
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|
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105 |
/* Move the sprite, bounce at the wall, and draw */ |
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106 |
for (i = 0; i < NUM_SPRITES; ++i) { |
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107 |
position = &positions[i]; |
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108 |
velocity = &velocities[i]; |
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109 |
position->x += velocity->x; |
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110 |
if ((position->x < 0) || (position->x >= (window_w - sprite_w))) { |
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111 |
velocity->x = -velocity->x; |
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112 |
position->x += velocity->x; |
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113 |
} |
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114 |
position->y += velocity->y; |
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115 |
if ((position->y < 0) || (position->y >= (window_h - sprite_h))) { |
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velocity->y = -velocity->y; |
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position->y += velocity->y; |
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118 |
} |
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119 |
|
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120 |
/* Blit the sprite onto the screen */ |
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SDL_RenderCopy(renderer, sprite, NULL, position); |
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122 |
} |
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123 |
|
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124 |
/* Update the screen! */ |
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SDL_RenderPresent(renderer); |
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126 |
} |
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127 |
|
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128 |
void loop() |
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129 |
{ |
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SDL_Event event; |
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131 |
|
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132 |
/* Check for events */ |
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while (SDL_PollEvent(&event)) { |
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if (event.type == SDL_QUIT || event.type == SDL_KEYDOWN) { |
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done = 1; |
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136 |
} |
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} |
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138 |
MoveSprites(renderer, sprite); |
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139 |
#ifdef __EMSCRIPTEN__ |
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if (done) { |
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emscripten_cancel_main_loop(); |
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142 |
} |
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#endif |
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144 |
} |
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145 |
|
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146 |
int |
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147 |
main(int argc, char *argv[]) |
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148 |
{ |
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SDL_Window *window; |
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150 |
int i; |
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151 |
|
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152 |
|
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153 |
/* Enable standard application logging */ |
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154 |
SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); |
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155 |
|
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156 |
if (SDL_CreateWindowAndRenderer(WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer) < 0) { |
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157 |
quit(2); |
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158 |
} |
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159 |
|
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160 |
if (LoadSprite("icon.bmp", renderer) < 0) { |
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161 |
quit(2); |
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162 |
} |
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163 |
|
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164 |
/* Initialize the sprite positions */ |
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165 |
srand(time(NULL)); |
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166 |
for (i = 0; i < NUM_SPRITES; ++i) { |
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167 |
positions[i].x = rand() % (WINDOW_WIDTH - sprite_w); |
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168 |
positions[i].y = rand() % (WINDOW_HEIGHT - sprite_h); |
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169 |
positions[i].w = sprite_w; |
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170 |
positions[i].h = sprite_h; |
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171 |
velocities[i].x = 0; |
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172 |
velocities[i].y = 0; |
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173 |
while (!velocities[i].x && !velocities[i].y) { |
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174 |
velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; |
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175 |
velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; |
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176 |
} |
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177 |
} |
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178 |
|
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179 |
/* Main render loop */ |
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180 |
done = 0; |
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181 |
|
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182 |
#ifdef __EMSCRIPTEN__ |
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183 |
emscripten_set_main_loop(loop, 0, 1); |
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184 |
#else |
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185 |
while (!done) { |
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186 |
loop(); |
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187 |
} |
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188 |
#endif |
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189 |
quit(0); |
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190 |
|
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191 |
return 0; /* to prevent compiler warning */ |
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192 |
} |
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193 |
|
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194 |
/* vi: set ts=4 sw=4 expandtab: */ |