mirror of https://github.com/libsdl-org/SDL
main: Add an optional `appstate` param to main callback entry points.
This allows apps to maintain state data without using global variables. Fixes #9377.
This commit is contained in:
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a9dbdb1947
commit
38e3c6a4aa
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@ -158,10 +158,10 @@
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extern "C" {
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#endif
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typedef int (SDLCALL *SDL_AppInit_func)(int argc, char *argv[]);
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typedef int (SDLCALL *SDL_AppIterate_func)(void);
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typedef int (SDLCALL *SDL_AppEvent_func)(const SDL_Event *event);
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typedef void (SDLCALL *SDL_AppQuit_func)(void);
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typedef int (SDLCALL *SDL_AppInit_func)(void **appstate, int argc, char *argv[]);
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typedef int (SDLCALL *SDL_AppIterate_func)(void *appstate);
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typedef int (SDLCALL *SDL_AppEvent_func)(void *appstate, const SDL_Event *event);
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typedef void (SDLCALL *SDL_AppQuit_func)(void *appstate);
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/**
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* You can (optionally!) define SDL_MAIN_USE_CALLBACKS before including
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@ -203,6 +203,12 @@ typedef void (SDLCALL *SDL_AppQuit_func)(void);
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* This function should not go into an infinite mainloop; it should do any
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* one-time setup it requires and then return.
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*
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* The app may optionally assign a pointer to `*appstate`. This pointer will
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* be provided on every future call to the other entry points, to allow
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* application state to be preserved between functions without the app
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* needing to use a global variable. If this isn't set, the pointer will
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* be NULL in future entry points.
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*
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* If this function returns 0, the app will proceed to normal operation,
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* and will begin receiving repeated calls to SDL_AppIterate and SDL_AppEvent
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* for the life of the program. If this function returns < 0, SDL will
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@ -210,6 +216,7 @@ typedef void (SDLCALL *SDL_AppQuit_func)(void);
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* an error to the platform. If it returns > 0, the SDL calls SDL_AppQuit
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* and terminates with an exit code that reports success to the platform.
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*
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* \param appstate a place where the app can optionally store a pointer for future use.
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* \param argc The standard ANSI C main's argc; number of elements in `argv`
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* \param argv The standard ANSI C main's argv; array of command line arguments.
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* \returns -1 to terminate with an error, 1 to terminate with success, 0 to continue.
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@ -222,7 +229,7 @@ typedef void (SDLCALL *SDL_AppQuit_func)(void);
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* \sa SDL_AppEvent
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* \sa SDL_AppQuit
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*/
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extern SDLMAIN_DECLSPEC int SDLCALL SDL_AppInit(int argc, char *argv[]);
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extern SDLMAIN_DECLSPEC int SDLCALL SDL_AppInit(void **appstate, int argc, char *argv[]);
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/**
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* App-implemented iteration entry point for SDL_MAIN_USE_CALLBACKS apps.
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@ -248,6 +255,9 @@ extern SDLMAIN_DECLSPEC int SDLCALL SDL_AppInit(int argc, char *argv[]);
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* This function should not go into an infinite mainloop; it should do one
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* iteration of whatever the program does and return.
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*
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* The `appstate` parameter is an optional pointer provided by the app during
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* SDL_AppInit(). If the app never provided a pointer, this will be NULL.
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*
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* If this function returns 0, the app will continue normal operation,
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* receiving repeated calls to SDL_AppIterate and SDL_AppEvent for the life
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* of the program. If this function returns < 0, SDL will call SDL_AppQuit
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@ -255,6 +265,7 @@ extern SDLMAIN_DECLSPEC int SDLCALL SDL_AppInit(int argc, char *argv[]);
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* platform. If it returns > 0, the SDL calls SDL_AppQuit and terminates with
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* an exit code that reports success to the platform.
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*
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* \param appstate an optional pointer, provided by the app in SDL_AppInit.
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* \returns -1 to terminate with an error, 1 to terminate with success, 0 to continue.
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*
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* \threadsafety This function is not thread safe.
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@ -264,7 +275,7 @@ extern SDLMAIN_DECLSPEC int SDLCALL SDL_AppInit(int argc, char *argv[]);
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* \sa SDL_AppInit
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* \sa SDL_AppEvent
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*/
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extern SDLMAIN_DECLSPEC int SDLCALL SDL_AppIterate(void);
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extern SDLMAIN_DECLSPEC int SDLCALL SDL_AppIterate(void *appstate);
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/**
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* App-implemented event entry point for SDL_MAIN_USE_CALLBACKS apps.
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@ -293,6 +304,9 @@ extern SDLMAIN_DECLSPEC int SDLCALL SDL_AppIterate(void);
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* This function should not go into an infinite mainloop; it should handle
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* the provided event appropriately and return.
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*
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* The `appstate` parameter is an optional pointer provided by the app during
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* SDL_AppInit(). If the app never provided a pointer, this will be NULL.
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*
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* If this function returns 0, the app will continue normal operation,
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* receiving repeated calls to SDL_AppIterate and SDL_AppEvent for the life
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* of the program. If this function returns < 0, SDL will call SDL_AppQuit
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@ -300,6 +314,8 @@ extern SDLMAIN_DECLSPEC int SDLCALL SDL_AppIterate(void);
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* platform. If it returns > 0, the SDL calls SDL_AppQuit and terminates with
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* an exit code that reports success to the platform.
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*
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* \param appstate an optional pointer, provided by the app in SDL_AppInit.
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* \param event the new event for the app to examine.
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* \returns -1 to terminate with an error, 1 to terminate with success, 0 to continue.
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*
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* \threadsafety This function is not thread safe.
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@ -309,7 +325,7 @@ extern SDLMAIN_DECLSPEC int SDLCALL SDL_AppIterate(void);
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* \sa SDL_AppInit
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* \sa SDL_AppIterate
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*/
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extern SDLMAIN_DECLSPEC int SDLCALL SDL_AppEvent(const SDL_Event *event);
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extern SDLMAIN_DECLSPEC int SDLCALL SDL_AppEvent(void *appstate, const SDL_Event *event);
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/**
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* App-implemented deinit entry point for SDL_MAIN_USE_CALLBACKS apps.
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@ -330,13 +346,20 @@ extern SDLMAIN_DECLSPEC int SDLCALL SDL_AppEvent(const SDL_Event *event);
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* it after this function returns and before the process terminates, but
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* it is safe to do so.
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*
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* The `appstate` parameter is an optional pointer provided by the app during
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* SDL_AppInit(). If the app never provided a pointer, this will be NULL.
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* This function call is the last time this pointer will be provided, so
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* any resources to it should be cleaned up here.
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*
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* \param appstate an optional pointer, provided by the app in SDL_AppInit.
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*
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* \threadsafety This function is not thread safe.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_AppInit
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*/
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extern SDLMAIN_DECLSPEC void SDLCALL SDL_AppQuit(void);
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extern SDLMAIN_DECLSPEC void SDLCALL SDL_AppQuit(void *appstate);
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#endif /* SDL_MAIN_USE_CALLBACKS */
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@ -26,6 +26,7 @@ static SDL_AppEvent_func SDL_main_event_callback;
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static SDL_AppIterate_func SDL_main_iteration_callback;
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static SDL_AppQuit_func SDL_main_quit_callback;
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static SDL_AtomicInt apprc; // use an atomic, since events might land from any thread and we don't want to wrap this all in a mutex. A CAS makes sure we only move from zero once.
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static void *SDL_main_appstate = NULL;
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// Return true if this event needs to be processed before returning from the event watcher
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static SDL_bool ShouldDispatchImmediately(SDL_Event *event)
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@ -46,7 +47,7 @@ static SDL_bool ShouldDispatchImmediately(SDL_Event *event)
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static void SDL_DispatchMainCallbackEvent(SDL_Event *event)
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{
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if (SDL_AtomicGet(&apprc) == 0) { // if already quitting, don't send the event to the app.
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SDL_AtomicCompareAndSwap(&apprc, 0, SDL_main_event_callback(event));
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SDL_AtomicCompareAndSwap(&apprc, 0, SDL_main_event_callback(SDL_main_appstate, event));
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}
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}
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@ -95,7 +96,7 @@ int SDL_InitMainCallbacks(int argc, char* argv[], SDL_AppInit_func appinit, SDL_
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SDL_main_quit_callback = appquit;
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SDL_AtomicSet(&apprc, 0);
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const int rc = appinit(argc, argv);
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const int rc = appinit(&SDL_main_appstate, argc, argv);
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if (SDL_AtomicCompareAndSwap(&apprc, 0, rc) && (rc == 0)) { // bounce if SDL_AppInit already said abort, otherwise...
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// make sure we definitely have events initialized, even if the app didn't do it.
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if (SDL_InitSubSystem(SDL_INIT_EVENTS) == -1) {
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@ -121,7 +122,7 @@ int SDL_IterateMainCallbacks(SDL_bool pump_events)
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int rc = SDL_AtomicGet(&apprc);
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if (rc == 0) {
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rc = SDL_main_iteration_callback();
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rc = SDL_main_iteration_callback(SDL_main_appstate);
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if (!SDL_AtomicCompareAndSwap(&apprc, 0, rc)) {
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rc = SDL_AtomicGet(&apprc); // something else already set a quit result, keep that.
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}
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@ -132,7 +133,8 @@ int SDL_IterateMainCallbacks(SDL_bool pump_events)
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void SDL_QuitMainCallbacks(void)
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{
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SDL_DelEventWatch(SDL_MainCallbackEventWatcher, NULL);
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SDL_main_quit_callback();
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SDL_main_quit_callback(SDL_main_appstate);
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SDL_main_appstate = NULL; // just in case.
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// for symmetry, you should explicitly Quit what you Init, but we might come through here uninitialized and SDL_Quit() will clear everything anyhow.
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//SDL_QuitSubSystem(SDL_INIT_EVENTS);
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@ -42,7 +42,7 @@ static int fillerup(void)
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return 0;
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}
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int SDL_AppInit(int argc, char *argv[])
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int SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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int i;
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char *filename = NULL;
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@ -119,17 +119,17 @@ int SDL_AppInit(int argc, char *argv[])
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return 0;
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}
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int SDL_AppEvent(const SDL_Event *event)
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int SDL_AppEvent(void *appstate, const SDL_Event *event)
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{
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return (event->type == SDL_EVENT_QUIT) ? 1 : 0;
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}
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int SDL_AppIterate(void)
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int SDL_AppIterate(void *appstate)
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{
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return fillerup();
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}
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void SDL_AppQuit(void)
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void SDL_AppQuit(void *appstate)
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{
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SDL_DestroyAudioStream(stream);
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SDL_free(wave.sound);
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state->window_h = newwinh;
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}
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int SDL_AppInit(int argc, char *argv[])
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int SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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int i;
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@ -1094,7 +1094,7 @@ int SDL_AppInit(int argc, char *argv[])
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static SDL_bool saw_event = SDL_FALSE;
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int SDL_AppEvent(const SDL_Event *event)
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int SDL_AppEvent(void *appstate, const SDL_Event *event)
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{
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Thing *thing = NULL;
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@ -1214,7 +1214,7 @@ int SDL_AppEvent(const SDL_Event *event)
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return SDLTest_CommonEventMainCallbacks(state, event);
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}
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int SDL_AppIterate(void)
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int SDL_AppIterate(void *appstate)
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{
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if (app_ready_ticks == 0) {
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app_ready_ticks = SDL_GetTicks();
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return 0; /* keep going. */
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}
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void SDL_AppQuit(void)
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void SDL_AppQuit(void *appstate)
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{
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while (things) {
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DestroyThing(things); /* make sure all the audio devices are closed, etc. */
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static SDL_AudioStream *stream_out = NULL;
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static SDLTest_CommonState *state = NULL;
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int SDL_AppInit(int argc, char **argv)
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int SDL_AppInit(void **appstate, int argc, char **argv)
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{
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SDL_AudioDeviceID *devices;
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SDL_AudioSpec outspec;
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return 0;
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}
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int SDL_AppEvent(const SDL_Event *event)
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int SDL_AppEvent(void *appstate, const SDL_Event *event)
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{
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if (event->type == SDL_EVENT_QUIT) {
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return 1; /* terminate as success. */
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return 0; /* keep going. */
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}
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int SDL_AppIterate(void)
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int SDL_AppIterate(void *appstate)
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{
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if (!SDL_AudioDevicePaused(SDL_GetAudioStreamDevice(stream_in))) {
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SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
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return 0; /* keep app going. */
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}
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void SDL_AppQuit(void)
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void SDL_AppQuit(void *appstate)
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{
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SDL_Log("Shutting down.\n");
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const SDL_AudioDeviceID devid_in = SDL_GetAudioStreamDevice(stream_in);
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@ -26,7 +26,7 @@ static SDL_Surface *frame_current = NULL;
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static SDL_CameraDeviceID front_camera = 0;
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static SDL_CameraDeviceID back_camera = 0;
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int SDL_AppInit(int argc, char *argv[])
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int SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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int devcount = 0;
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int i;
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return 0;
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}
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int SDL_AppEvent(const SDL_Event *event)
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int SDL_AppEvent(void *appstate, const SDL_Event *event)
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{
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switch (event->type) {
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case SDL_EVENT_KEY_DOWN: {
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return SDLTest_CommonEventMainCallbacks(state, event);
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}
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int SDL_AppIterate(void)
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int SDL_AppIterate(void *appstate)
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{
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SDL_SetRenderDrawColor(renderer, 0x99, 0x99, 0x99, 255);
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SDL_RenderClear(renderer);
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return 0; /* keep iterating. */
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}
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void SDL_AppQuit(void)
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void SDL_AppQuit(void *appstate)
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{
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SDL_ReleaseCameraFrame(camera, frame_current);
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SDL_CloseCamera(camera);
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/* -1: infinite random moves (default); >=0: enables N deterministic moves */
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static int iterations = -1;
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void SDL_AppQuit(void)
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void SDL_AppQuit(void *appstate)
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{
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SDL_free(sprites);
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SDL_free(positions);
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SDL_RenderPresent(renderer);
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}
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int SDL_AppEvent(const SDL_Event *event)
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int SDL_AppEvent(void *appstate, const SDL_Event *event)
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{
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return SDLTest_CommonEventMainCallbacks(state, event);
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}
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int SDL_AppIterate(void)
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int SDL_AppIterate(void *appstate)
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{
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Uint64 now;
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int i;
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return 0; /* keep going */
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}
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int SDL_AppInit(int argc, char *argv[])
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int SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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int i;
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Uint64 seed;
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