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chore(build): use SDL3
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3286 changed files with 866354 additions and 554996 deletions
234
vendor/sdl-3.2.10/test/testnative.c
vendored
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234
vendor/sdl-3.2.10/test/testnative.c
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/*
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Copyright (C) 1997-2025 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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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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/* 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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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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/* 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)) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL video: %s",
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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",
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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", 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");
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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, 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", 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", 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", 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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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!");
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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 - sprite->w);
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positions[i].y = (float)SDL_rand(window_h - sprite->h);
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positions[i].w = (float)sprite->w;
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positions[i].h = (float)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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if (state->verbose & VERBOSE_EVENT) {
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if (((event.type != SDL_EVENT_MOUSE_MOTION) &&
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(event.type != SDL_EVENT_FINGER_MOTION)) ||
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(state->verbose & VERBOSE_MOTION)) {
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SDLTest_PrintEvent(&event);
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}
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}
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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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