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https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-11-05 02:39:41 +01:00
Simplify Flip Mode rendering code with SDL_RenderCopyEx
Previously, Flip Mode rendering had to be complicated and allocate another buffer to call FlipSurfaceVerticle, and it was just a mess. Instead, why not just do SDL_RenderCopyEx, and let SDL flip the screen for us? This ends up pretty massively simplifying the rendering code.
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4 changed files with 29 additions and 70 deletions
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@ -3038,41 +3038,14 @@ void Graphics::setcol( int t )
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void Graphics::menuoffrender(void)
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void Graphics::menuoffrender(void)
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{
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{
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SDL_Rect offsetRect1;
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const int usethisoffset = lerp(oldmenuoffset, menuoffset);
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setRect (offsetRect1, 0, 0, backBuffer->w ,backBuffer->h);
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SDL_Rect offsetRect = {0, usethisoffset, backBuffer->w, backBuffer->h};
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//put the back buffer in the menubuffer
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BlitSurfaceStandard(backBuffer, NULL, menubuffer, NULL);
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BlitSurfaceStandard(backBuffer, NULL, menubuffer, NULL);
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int usethisoffset = lerp(oldmenuoffset, menuoffset);
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if(flipmode)
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{
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SDL_Surface* tempbufferFlipped = FlipSurfaceVerticle(tempBuffer);
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//put the stored backbuffer in the backbuffer.
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ClearSurface(backBuffer);
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BlitSurfaceStandard(tempbufferFlipped, NULL, backBuffer, NULL);
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SDL_FreeSurface(tempbufferFlipped);
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SDL_Rect offsetRect;
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setRect (offsetRect, 0, -usethisoffset, backBuffer->w ,backBuffer->h);
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SDL_Surface* temp = FlipSurfaceVerticle(menubuffer);
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BlitSurfaceStandard(temp,NULL,backBuffer,&offsetRect);
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SDL_FreeSurface(temp);
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}
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else
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{
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//put the stored backbuffer in the backbuffer.
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BlitSurfaceStandard(tempBuffer, NULL, backBuffer, NULL);
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BlitSurfaceStandard(tempBuffer, NULL, backBuffer, NULL);
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BlitSurfaceStandard(menubuffer, NULL, backBuffer, &offsetRect);
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SDL_Rect offsetRect;
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screenbuffer->UpdateScreen(backBuffer, NULL);
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setRect (offsetRect, 0, usethisoffset, backBuffer->w ,backBuffer->h);
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BlitSurfaceStandard(menubuffer,NULL,backBuffer,&offsetRect);
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}
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SDL_Rect rect;
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setRect(rect, 0, 0, backBuffer->w, backBuffer->h);
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screenbuffer->UpdateScreen(backBuffer,&rect);
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ClearSurface(backBuffer);
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ClearSurface(backBuffer);
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}
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}
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@ -3192,20 +3165,8 @@ void Graphics::flashlight(void)
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void Graphics::screenshake(void)
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void Graphics::screenshake(void)
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{
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{
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if(flipmode)
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SDL_Rect shakeRect = {screenshake_x, screenshake_y, backBuffer->w, backBuffer->h};
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{
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screenbuffer->UpdateScreen(backBuffer, &shakeRect);
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SDL_Rect shakeRect;
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setRect(shakeRect,screenshake_x, screenshake_y, backBuffer->w, backBuffer->h);
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SDL_Surface* flipBackBuffer = FlipSurfaceVerticle(backBuffer);
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screenbuffer->UpdateScreen( flipBackBuffer, &shakeRect);
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SDL_FreeSurface(flipBackBuffer);
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}
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else
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{
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SDL_Rect shakeRect;
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setRect(shakeRect,screenshake_x, screenshake_y, backBuffer->w, backBuffer->h);
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screenbuffer->UpdateScreen( backBuffer, &shakeRect);
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}
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ClearSurface(backBuffer);
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ClearSurface(backBuffer);
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}
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}
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@ -3218,27 +3179,12 @@ void Graphics::updatescreenshake(void)
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void Graphics::render(void)
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void Graphics::render(void)
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{
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{
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if(screenbuffer == NULL)
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if (screenbuffer == NULL)
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{
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{
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return;
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return;
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}
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}
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if(flipmode)
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{
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screenbuffer->UpdateScreen(backBuffer, NULL);
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SDL_Rect rect;
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setRect(rect, 0, 0, backBuffer->w, backBuffer->h);
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SDL_Surface* tempsurface = FlipSurfaceVerticle(backBuffer);
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if(tempsurface != NULL)
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{
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screenbuffer->UpdateScreen( tempsurface, &rect);
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SDL_FreeSurface(tempsurface);
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}
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}
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else
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{
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SDL_Rect rect;
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setRect(rect, 0, 0, backBuffer->w, backBuffer->h);
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screenbuffer->UpdateScreen( backBuffer, &rect);
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}
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}
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}
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void Graphics::renderwithscreeneffects(void)
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void Graphics::renderwithscreeneffects(void)
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@ -306,19 +306,32 @@ const SDL_PixelFormat* Screen::GetFormat(void)
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return m_screen->format;
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return m_screen->format;
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}
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}
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void Screen::FlipScreen(void)
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void Screen::FlipScreen(const bool flipmode)
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{
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{
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SDL_RendererFlip flip_flags;
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if (flipmode)
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{
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flip_flags = SDL_FLIP_VERTICAL;
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}
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else
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{
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flip_flags = SDL_FLIP_NONE;
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}
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SDL_UpdateTexture(
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SDL_UpdateTexture(
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m_screenTexture,
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m_screenTexture,
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NULL,
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NULL,
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m_screen->pixels,
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m_screen->pixels,
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m_screen->pitch
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m_screen->pitch
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);
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);
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SDL_RenderCopy(
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SDL_RenderCopyEx(
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m_renderer,
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m_renderer,
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m_screenTexture,
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m_screenTexture,
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isFiltered ? &filterSubrect : NULL,
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isFiltered ? &filterSubrect : NULL,
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NULL
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NULL,
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0.0,
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NULL,
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flip_flags
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);
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);
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SDL_RenderPresent(m_renderer);
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SDL_RenderPresent(m_renderer);
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SDL_RenderClear(m_renderer);
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SDL_RenderClear(m_renderer);
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@ -20,7 +20,7 @@ public:
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void GetWindowSize(int* x, int* y);
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void GetWindowSize(int* x, int* y);
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void UpdateScreen(SDL_Surface* buffer, SDL_Rect* rect);
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void UpdateScreen(SDL_Surface* buffer, SDL_Rect* rect);
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void FlipScreen(void);
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void FlipScreen(bool flipmode);
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const SDL_PixelFormat* GetFormat(void);
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const SDL_PixelFormat* GetFormat(void);
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@ -750,7 +750,7 @@ static void inline deltaloop(void)
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{
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{
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implfunc->func();
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implfunc->func();
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gameScreen.FlipScreen();
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gameScreen.FlipScreen(graphics.flipmode);
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}
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}
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}
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}
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}
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}
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@ -781,7 +781,7 @@ static void unfocused_run(void)
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#undef FLIP
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#undef FLIP
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}
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}
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graphics.render();
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graphics.render();
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gameScreen.FlipScreen();
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gameScreen.FlipScreen(graphics.flipmode);
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//We are minimised, so lets put a bit of a delay to save CPU
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//We are minimised, so lets put a bit of a delay to save CPU
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#ifndef __EMSCRIPTEN__
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#ifndef __EMSCRIPTEN__
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SDL_Delay(100);
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SDL_Delay(100);
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