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Tests: Use the main callback code macros
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parent
7d81e9d46c
commit
06aa02453a
7 changed files with 68 additions and 64 deletions
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@ -422,7 +422,7 @@ int SDL_AppIterate(void *appstate)
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frames = 0;
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}
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return 0; /* keep going */
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return SDL_MAIN_CALLBACK_CONTINUE;
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}
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int SDL_AppInit(void **appstate, int argc, char *argv[])
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@ -437,7 +437,7 @@ int SDL_AppInit(void **appstate, int argc, char *argv[])
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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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return SDL_MAIN_CALLBACK_EXIT_FAILURE;
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}
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for (i = 1; i < argc;) {
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@ -495,7 +495,7 @@ int SDL_AppInit(void **appstate, int argc, char *argv[])
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* Use an 'indices' array */
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use_rendergeometry = 2;
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} else {
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return -1;
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return SDL_MAIN_CALLBACK_EXIT_FAILURE;
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}
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}
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consumed = 2;
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@ -520,12 +520,12 @@ int SDL_AppInit(void **appstate, int argc, char *argv[])
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NULL
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};
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SDLTest_CommonLogUsage(state, argv[0], options);
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return -1;
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return SDL_MAIN_CALLBACK_EXIT_FAILURE;
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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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return -1;
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return SDL_MAIN_CALLBACK_EXIT_FAILURE;
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}
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/* Create the windows, initialize the renderers, and load the textures */
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@ -533,7 +533,7 @@ int SDL_AppInit(void **appstate, int argc, char *argv[])
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(SDL_Texture **)SDL_malloc(state->num_windows * sizeof(*sprites));
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if (!sprites) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
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return -1;
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return SDL_MAIN_CALLBACK_EXIT_FAILURE;
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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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@ -541,7 +541,7 @@ int SDL_AppInit(void **appstate, int argc, char *argv[])
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SDL_RenderClear(renderer);
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}
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if (LoadSprite(icon) < 0) {
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return -1;
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return SDL_MAIN_CALLBACK_EXIT_FAILURE;
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}
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/* Allocate memory for the sprite info */
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@ -549,7 +549,7 @@ int SDL_AppInit(void **appstate, int argc, char *argv[])
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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!\n");
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return -1;
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return SDL_MAIN_CALLBACK_EXIT_FAILURE;
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}
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/* Position sprites and set their velocities using the fuzzer */
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@ -578,6 +578,6 @@ int SDL_AppInit(void **appstate, int argc, char *argv[])
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frames = 0;
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next_fps_check = SDL_GetTicks() + fps_check_delay;
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return 0;
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return SDL_MAIN_CALLBACK_CONTINUE;
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}
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