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Add emscripten
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HTMLshell.html
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51
HTMLshell.html
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<!doctype html>
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<!--
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HTML template for the emscripted page. Unlike emscipten's official minimal
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frontend, this one is really minimal.
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by Miloslav Ciz (drummyfish), 2020
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Released under CC0 1.0 (https://creativecommons.org/publicdomain/zero/1.0/)
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plus a waiver of all other intellectual property. The goal of this work is
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be and remain completely in the public domain forever, available for any use
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whatsoever.
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-->
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<html>
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<head>
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<meta charset="utf-8">
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<title>game</title>
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</head>
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<body>
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<canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()" tabindex=-1></canvas>
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<script type='text/javascript'>
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var Module = {
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print:
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function(what)
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{
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console.log(what);
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},
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printErr:
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function(what)
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{
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console.error(what);
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},
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canvas:
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(
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function()
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{
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return document.getElementById('canvas');
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}
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)()
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};
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</script>
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{{{ SCRIPT }}}
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</body>
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</html>
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219
platform_emscripten.h
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platform_emscripten.h
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// TODO: merge this with platform_sdl.c and just use __EMSCRIPTEN__ macro?
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/**
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@file platform_sdl.h
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This is an emscripten implementation of the game front end, using
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emscripten port of SDL2. Compile with
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emcc ./main.c -s USE_SDL=2 --shell-file HTMLshell.html -o b.html
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by Miloslav Ciz (drummyfish), 2019
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Released under CC0 1.0 (https://creativecommons.org/publicdomain/zero/1.0/)
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plus a waiver of all other intellectual property. The goal of this work is
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be and remain completely in the public domain forever, available for any use
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whatsoever.
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*/
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#ifndef _SFG_PLATFORM_H
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#define _SFG_PLATFORM_H
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#include "settings.h"
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#include <stdio.h>
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#include <SDL2/SDL.h>
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#include "palette.h"
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#undef SFG_LOG
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#define SFG_LOG(str) printf("game: %s\n",str);
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#undef SFG_BACKGROUND_BLUR
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#define SFG_BACKGROUND_BLUR 1
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const uint8_t *sdlKeyboardState;
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uint16_t screen[SFG_SCREEN_RESOLUTION_X * SFG_SCREEN_RESOLUTION_Y]; // RGB565 format
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void SFG_setPixel(uint16_t x, uint16_t y, uint8_t colorIndex)
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{
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screen[y * SFG_SCREEN_RESOLUTION_X + x] = paletteRGB565[colorIndex];
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}
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uint32_t SFG_getTimeMs()
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{
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return SDL_GetTicks();
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}
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void SFG_sleepMs(uint16_t timeMs)
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{
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return;
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}
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int8_t SFG_keyPressed(uint8_t key)
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{
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switch (key)
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{
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case SFG_KEY_UP:
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return sdlKeyboardState[SDL_SCANCODE_UP] ||
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sdlKeyboardState[SDL_SCANCODE_W] ||
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sdlKeyboardState[SDL_SCANCODE_KP_8];
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break;
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case SFG_KEY_RIGHT:
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return sdlKeyboardState[SDL_SCANCODE_RIGHT] ||
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sdlKeyboardState[SDL_SCANCODE_E] ||
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sdlKeyboardState[SDL_SCANCODE_KP_6];
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break;
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case SFG_KEY_DOWN:
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return sdlKeyboardState[SDL_SCANCODE_DOWN] ||
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sdlKeyboardState[SDL_SCANCODE_S] ||
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sdlKeyboardState[SDL_SCANCODE_KP_5] ||
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sdlKeyboardState[SDL_SCANCODE_KP_2];
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break;
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case SFG_KEY_LEFT:
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return sdlKeyboardState[SDL_SCANCODE_LEFT] ||
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sdlKeyboardState[SDL_SCANCODE_Q] ||
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sdlKeyboardState[SDL_SCANCODE_KP_4];
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break;
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case SFG_KEY_A:
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return sdlKeyboardState[SDL_SCANCODE_G];
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break;
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case SFG_KEY_B:
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return sdlKeyboardState[SDL_SCANCODE_H];
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break;
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case SFG_KEY_C:
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return sdlKeyboardState[SDL_SCANCODE_J];
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break;
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case SFG_KEY_JUMP:
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return sdlKeyboardState[SDL_SCANCODE_SPACE];
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break;
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case SFG_KEY_STRAFE_LEFT:
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return sdlKeyboardState[SDL_SCANCODE_A] ||
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sdlKeyboardState[SDL_SCANCODE_KP_7];
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break;
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case SFG_KEY_STRAFE_RIGHT:
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return sdlKeyboardState[SDL_SCANCODE_D] ||
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sdlKeyboardState[SDL_SCANCODE_KP_9];
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break;
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case SFG_KEY_MAP:
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return sdlKeyboardState[SDL_SCANCODE_TAB];
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break;
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default: return 0; break;
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}
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}
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SDL_Window *window;
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SDL_Renderer *renderer;
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SDL_Texture *texture;
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SDL_Surface *screenSurface;
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void mainLoopIteration()
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{
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SDL_PumpEvents(); // updates the keyboard state
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if (sdlKeyboardState[SDL_SCANCODE_ESCAPE])
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return;
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SFG_mainLoopBody();
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SDL_UpdateTexture(texture,NULL,screen,SFG_SCREEN_RESOLUTION_X * sizeof(uint16_t));
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SDL_RenderClear(renderer);
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SDL_RenderCopy(renderer,texture,NULL,NULL);
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SDL_RenderPresent(renderer);
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}
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typedef void (*em_callback_func)(void);
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void emscripten_set_main_loop(em_callback_func func, int fps, int simulate_infinite_loop);
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int main(int argc, char *argv[])
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{
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uint8_t argHelp = 0;
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uint8_t argForceWindow = 0;
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uint8_t argForceFullscreen = 0;
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for (uint8_t i = 1; i < argc; ++i)
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{
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if (argv[i][0] == '-' && argv[i][1] == 'h' && argv[i][2] == 0)
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argHelp = 1;
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else if (argv[i][0] == '-' && argv[i][1] == 'w' && argv[i][2] == 0)
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argForceWindow = 1;
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else if (argv[i][0] == '-' && argv[i][1] == 'f' && argv[i][2] == 0)
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argForceFullscreen = 1;
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else
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printf("SDL: unknown argument: %s\n",argv[i]);
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}
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if (argHelp)
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{
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printf("TODOGAME, a suckless first person shooter game (SDL2 frontend)\n\n");
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printf("version TODO, by Miloslav Ciz, released under CC0 1.0 + waiver of all IP\n");
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printf("possible arguments:\n\n");
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printf("-h print this help and end\n");
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printf("-w force run in window\n");
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printf("-f force run fullscreen\n\n");
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printf("controls:\n");
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printf("TODO\n");
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return 0;
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}
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printf("SDL: starting\n");
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printf("SDL: initializing SDL\n");
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window =
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SDL_CreateWindow("raycasting", SDL_WINDOWPOS_UNDEFINED,
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SDL_WINDOWPOS_UNDEFINED, SFG_SCREEN_RESOLUTION_X, SFG_SCREEN_RESOLUTION_Y,
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SDL_WINDOW_SHOWN);
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renderer = SDL_CreateRenderer(window,-1,0);
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texture =
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SDL_CreateTexture(renderer,SDL_PIXELFORMAT_RGB565,SDL_TEXTUREACCESS_STATIC,
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SFG_SCREEN_RESOLUTION_X,SFG_SCREEN_RESOLUTION_Y);
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screenSurface = SDL_GetWindowSurface(window);
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#if SFG_FULLSCREEN
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argForceFullscreen = 1;
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#endif
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if (!argForceWindow && argForceFullscreen)
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{
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printf("SDL: setting fullscreen\n");
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SDL_SetWindowFullscreen(window,SDL_WINDOW_FULLSCREEN_DESKTOP);
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}
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sdlKeyboardState = SDL_GetKeyboardState(NULL);
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SFG_init();
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int running = 1;
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emscripten_set_main_loop(mainLoopIteration,0,1);
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printf("SDL: freeing SDL\n");
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SDL_DestroyTexture(texture);
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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printf("SDL: ending\n");
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return 0;
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}
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#endif // guard
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