Fixes #2022, do not resume on Android when surfaceChanged
If the app is in landscape mode and the user presses the power button, a pause is followed immediately by a surfaceChanged event because the lock screen is shown in portrait mode. This triggers a "false" resume. So, we just pause and resume following the onWindowFocusChanged events. Also, wait for SDL_APP_WILLENTERBACKGROUND and SDL_APP_DIDENTERBACKGROUND before blocking the event pump.
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234
test/testnative.c
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234
test/testnative.c
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/*
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Copyright (C) 1997-2013 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 <stdio.h>
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#include <stdlib.h> /* for srand() */
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#include <time.h> /* for time() */
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#include "testnative.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_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_Rect *positions, *velocities;
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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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SDL_VideoQuit();
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if (native_window) {
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factory->DestroyNativeWindow(native_window);
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}
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exit(rc);
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}
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SDL_Texture *
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LoadSprite(SDL_Renderer *renderer, char *file)
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{
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SDL_Surface *temp;
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SDL_Texture *sprite;
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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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fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError());
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return 0;
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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, 1, *(Uint8 *) temp->pixels);
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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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fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError());
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SDL_FreeSurface(temp);
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return 0;
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}
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SDL_FreeSurface(temp);
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/* We're ready to roll. :) */
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return sprite;
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}
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void
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MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
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{
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int sprite_w, sprite_h;
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int i;
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SDL_Rect viewport;
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SDL_Rect *position, *velocity;
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/* Query the sizes */
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SDL_RenderGetViewport(renderer, &viewport);
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SDL_QueryTexture(sprite, NULL, NULL, &sprite_w, &sprite_h);
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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_RenderCopy(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
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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_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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int sprite_w, sprite_h;
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SDL_Event event;
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if (SDL_VideoInit(NULL) < 0) {
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fprintf(stderr, "Couldn't initialize SDL video: %s\n",
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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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fprintf(stderr, "Couldn't find native window code for %s driver\n",
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driver);
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quit(2);
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}
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printf("Creating native window for %s driver\n", driver);
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native_window = factory->CreateNativeWindow(WINDOW_W, WINDOW_H);
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if (!native_window) {
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fprintf(stderr, "Couldn't create native window\n");
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quit(3);
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}
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window = SDL_CreateWindowFrom(native_window);
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if (!window) {
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fprintf(stderr, "Couldn't create SDL window: %s\n", 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, -1, 0);
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if (!renderer) {
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fprintf(stderr, "Couldn't create renderer: %s\n", 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 = LoadSprite(renderer, "icon.bmp");
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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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SDL_QueryTexture(sprite, NULL, NULL, &sprite_w, &sprite_h);
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positions = (SDL_Rect *) SDL_malloc(NUM_SPRITES * sizeof(SDL_Rect));
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velocities = (SDL_Rect *) SDL_malloc(NUM_SPRITES * sizeof(SDL_Rect));
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if (!positions || !velocities) {
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fprintf(stderr, "Out of memory!\n");
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quit(2);
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}
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srand(time(NULL));
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for (i = 0; i < NUM_SPRITES; ++i) {
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positions[i].x = rand() % (window_w - sprite_w);
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positions[i].y = rand() % (window_h - sprite_h);
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positions[i].w = sprite_w;
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positions[i].h = sprite_h;
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velocities[i].x = 0;
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velocities[i].y = 0;
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while (!velocities[i].x && !velocities[i].y) {
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velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
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velocities[i].y = (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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switch (event.type) {
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case SDL_WINDOWEVENT:
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switch (event.window.event) {
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case SDL_WINDOWEVENT_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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}
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break;
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case SDL_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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quit(0);
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return 0; /* to prevent compiler warning */
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}
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/* vi: set ts=4 sw=4 expandtab: */
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