Render byte buffers from the application
This commit is contained in:
parent
ce01974243
commit
a4b81c2603
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@ -0,0 +1,12 @@
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#ifndef SHROOMS_VB_NATIVE_ASSETS_
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#define SHROOMS_VB_NATIVE_ASSETS_
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#include <stdint.h>
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extern const uint8_t asset_lefteye_start;
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const uint8_t *LEFT_EYE_DEFAULT = &asset_lefteye_start;
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extern const uint8_t asset_righteye_start;
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const uint8_t *RIGHT_EYE_DEFAULT = &asset_righteye_start;
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#endif
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@ -0,0 +1,15 @@
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.section .note.GNU-stack,"",@progbits
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.section .bindata, "a", @progbits
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.global asset_lefteye_start
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.type asset_lefteye_start, @object
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.global asset_righteye_start
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.type asset_righteye_start, @object
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.section .bindata
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.balign 64
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asset_lefteye_start:
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.incbin "assets/lefteye.bin"
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.balign 64
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asset_righteye_start:
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.incbin "assets/righteye.bin"
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Binary file not shown.
Binary file not shown.
7
game.c
7
game.c
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@ -1,3 +1,4 @@
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#include <assets.h>
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#include <game.h>
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#include <SDL2/SDL.h>
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#include <time.h>
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@ -11,13 +12,17 @@ int sleepNanos(long int ns) {
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#define MAX_STEP_CLOCKS 20000
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int runGame(VB *sim) {
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int runGame(VB *sim, GraphicsContext *gfx) {
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uint32_t clocks;
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SDL_Event event;
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gfxUpdateLeftEye(gfx, LEFT_EYE_DEFAULT);
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gfxUpdateRightEye(gfx, RIGHT_EYE_DEFAULT);
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while (1) {
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clocks = MAX_STEP_CLOCKS;
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vbEmulate(sim, &clocks);
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gfxRender(gfx);
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while (SDL_PollEvent(&event)) {
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if (event.type == SDL_QUIT) {
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return 0;
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3
game.h
3
game.h
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@ -1,8 +1,9 @@
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#ifndef SHROOMS_VB_NATIVE_GAME_
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#define SHROOMS_VB_NATIVE_GAME_
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#include "graphics.h"
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#include "shrooms-vb-core/core/vb.h"
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int runGame(VB *sim);
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int runGame(VB *sim, GraphicsContext *gfx);
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#endif
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@ -0,0 +1,92 @@
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#include <graphics.h>
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static void copyScreenTexture(uint8_t *dst, const uint8_t *src, int pitch) {
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int x, y, i;
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uint8_t color;
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int delta = pitch / 384;
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for (y = 0; y < 224; ++y) {
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for (x = 0; x < 384; x += 1) {
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color = src[(y * 384) + x];
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for (i = 0; i < delta; ++i) {
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dst[(y * pitch) + (x * delta) + i] = color;
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}
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}
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}
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}
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int gfxInit(GraphicsContext *gfx) {
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gfx->window = SDL_CreateWindow("Shrooms VB",
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SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
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1536, 896, SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI);
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if (!gfx->window) {
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fprintf(stderr, "Error creating window: %s\n", SDL_GetError());
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return 1;
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}
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gfx->winSurface = SDL_GetWindowSurface(gfx->window);
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if (!gfx->winSurface) {
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fprintf(stderr, "Error getting surface: %s\n", SDL_GetError());
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goto cleanup_window;
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}
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gfx->renderer = SDL_GetRenderer(gfx->window);
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if (!gfx->renderer) {
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fprintf(stderr, "Error getting renderer: %s\n", SDL_GetError());
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goto cleanup_window;
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}
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gfx->leftEye = SDL_CreateTexture(gfx->renderer, SDL_PIXELFORMAT_RGB24, SDL_TEXTUREACCESS_STREAMING, 384, 224);
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if (!gfx->leftEye) {
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fprintf(stderr, "Error creating left eye texture: %s\n", SDL_GetError());
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goto cleanup_window;
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}
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SDL_SetTextureColorMod(gfx->leftEye, 255, 0, 0);
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gfx->rightEye = SDL_CreateTexture(gfx->renderer, SDL_PIXELFORMAT_RGB24, SDL_TEXTUREACCESS_STREAMING, 384, 224);
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if (!gfx->rightEye) {
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fprintf(stderr, "Error creating left eye texture: %s\n", SDL_GetError());
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goto cleanup_left_eye;
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}
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SDL_SetTextureColorMod(gfx->rightEye, 0, 0, 255);
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SDL_SetTextureBlendMode(gfx->rightEye, SDL_BLENDMODE_ADD);
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return 0;
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cleanup_left_eye:
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SDL_DestroyTexture(gfx->leftEye);
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cleanup_window:
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SDL_DestroyWindow(gfx->window);
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return 1;
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}
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void gfxDestroy(GraphicsContext *gfx) {
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SDL_DestroyTexture(gfx->rightEye);
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SDL_DestroyTexture(gfx->leftEye);
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SDL_DestroyWindow(gfx->window);
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}
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static void gfxUpdateEye(SDL_Texture *eye, const uint8_t *bytes) {
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void *target;
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int pitch;
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if (SDL_LockTexture(eye, NULL, &target, &pitch)) {
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fprintf(stderr, "Error locking buffer for eye: %s\n", SDL_GetError());
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return;
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}
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copyScreenTexture(target, bytes, pitch);
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SDL_UnlockTexture(eye);
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}
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void gfxUpdateLeftEye(GraphicsContext *gfx, const uint8_t *bytes) {
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gfxUpdateEye(gfx->leftEye, bytes);
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}
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void gfxUpdateRightEye(GraphicsContext *gfx, const uint8_t *bytes) {
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gfxUpdateEye(gfx->rightEye, bytes);
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}
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void gfxRender(GraphicsContext *gfx) {
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SDL_RenderClear(gfx->renderer);
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SDL_RenderCopy(gfx->renderer, gfx->leftEye, NULL, NULL);
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SDL_RenderCopy(gfx->renderer, gfx->rightEye, NULL, NULL);
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SDL_RenderPresent(gfx->renderer);
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}
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@ -0,0 +1,22 @@
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#ifndef SHROOMS_VB_NATIVE_GRAPHICS_
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#define SHROOMS_VB_NATIVE_GRAPHICS_
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#include <SDL2/SDL.h>
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typedef struct {
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SDL_Window *window;
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SDL_Surface *winSurface;
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SDL_Renderer *renderer;
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SDL_Texture *leftEye;
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SDL_Texture *rightEye;
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} GraphicsContext;
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int gfxInit(GraphicsContext *gfx);
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void gfxDestroy(GraphicsContext *gfx);
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void gfxUpdateLeftEye(GraphicsContext *gfx, const uint8_t *bytes);
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void gfxUpdateRightEye(GraphicsContext *gfx, const uint8_t *bytes);
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void gfxRender(GraphicsContext *gfx);
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#endif
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25
main.c
25
main.c
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#include <cli.h>
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#include <game.h>
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#include <graphics.h>
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#include <SDL2/SDL.h>
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#include "shrooms-vb-core/core/vb.h"
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#include <stdio.h>
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VB *sim;
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uint8_t *rom;
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uint32_t romSize;
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SDL_Surface *winSurface;
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SDL_Window *window;
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GraphicsContext gfx;
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CLIArgs args;
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int status;
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return 1;
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}
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window = SDL_CreateWindow("Shrooms VB",
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SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
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384, 224, SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI);
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if (!window) {
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fprintf(stderr, "Error creating window: %s\n", SDL_GetError());
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if (gfxInit(&gfx)) {
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SDL_Quit();
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return 1;
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}
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winSurface = SDL_GetWindowSurface(window);
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if (!winSurface) {
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fprintf(stderr, "Error getting surface: %s\n", SDL_GetError());
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return 1;
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}
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SDL_FillRect(winSurface, NULL, SDL_MapRGB(winSurface->format, 255, 0, 0));
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SDL_UpdateWindowSurface(window);
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status = runGame(sim);
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SDL_DestroyWindow(window);
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status = runGame(sim, &gfx);
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SDL_Quit();
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return status;
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}
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