1 | #include <vulkan/vulkan.h>
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2 |
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3 | #include <SDL.h>
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4 | #include <SDL_vulkan.h>
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5 |
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6 | #define GLM_FORCE_RADIANS
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7 | #define GLM_FORCE_DEPTH_ZERO_TO_ONE
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8 | #include <glm/vec4.hpp>
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9 | #include <glm/mat4x4.hpp>
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10 |
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11 | #include <iostream>
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12 | #include <vector>
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13 | #include <stdexcept>
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14 | //#include <functional>
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15 | #include <cstdlib>
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16 |
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17 | #include "game-gui-sdl.hpp"
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18 |
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19 | using namespace std;
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20 | using namespace glm;
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21 |
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22 | const int SCREEN_WIDTH = 800;
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23 | const int SCREEN_HEIGHT = 600;
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24 |
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25 | const vector<const char*> validationLayers = {
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26 | "VK_LAYER_KHRONOS_validation"
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27 | };
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28 |
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29 | #ifdef NDEBUG
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30 | const bool enableValidationLayers = false;
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31 | #else
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32 | const bool enableValidationLayers = true;
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33 | #endif
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34 |
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35 | class VulkanGame {
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36 | public:
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37 | void run() {
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38 | if (initWindow() == RTWO_ERROR) {
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39 | return;
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40 | }
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41 | initVulkan();
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42 | createInstance();
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43 | mainLoop();
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44 | cleanup();
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45 | }
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46 | private:
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47 | GameGui_SDL gui;
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48 | SDL_Window* window = NULL;
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49 |
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50 | VkInstance instance;
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51 |
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52 | // both SDL and GLFW create window functions return NULL on failure
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53 | bool initWindow() {
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54 | if (gui.Init() == RTWO_ERROR) {
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55 | cout << "UI library could not be initialized!" << endl;
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56 | return RTWO_ERROR;
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57 | } else {
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58 | // On Apple's OS X you must set the NSHighResolutionCapable Info.plist property to YES,
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59 | // otherwise you will not receive a High DPI OpenGL canvas.
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60 |
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61 | // TODO: Move this into some generic method in game-gui-sdl
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62 | window = SDL_CreateWindow("Vulkan Game",
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63 | SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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64 | SCREEN_WIDTH, SCREEN_HEIGHT,
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65 | SDL_WINDOW_VULKAN | SDL_WINDOW_SHOWN);
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66 |
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67 | if (window == NULL) {
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68 | cout << "Window could not be created!" << endl;
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69 | return RTWO_ERROR;
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70 | } else {
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71 | return RTWO_SUCCESS;
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72 | }
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73 | }
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74 | }
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75 |
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76 | void initVulkan() {
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77 | createInstance();
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78 | }
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79 |
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80 | void createInstance() {
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81 | VkApplicationInfo appInfo = {};
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82 | appInfo.sType = VK_STRUCTURE_TYPE_APPLICATION_INFO;
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83 | appInfo.pApplicationName = "Vulkan Game";
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84 | appInfo.applicationVersion = VK_MAKE_VERSION(1, 0, 0);
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85 | appInfo.pEngineName = "No Engine";
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86 | appInfo.engineVersion = VK_MAKE_VERSION(1, 0, 0);
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87 | appInfo.apiVersion = VK_API_VERSION_1_0;
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88 |
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89 | VkInstanceCreateInfo createInfo = {};
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90 | createInfo.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
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91 | createInfo.pApplicationInfo = &appInfo;
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92 |
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93 | uint32_t extensionCount;
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94 | SDL_Vulkan_GetInstanceExtensions(window, &extensionCount, nullptr);
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95 |
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96 | vector<const char*> extensionNames(extensionCount);
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97 | SDL_Vulkan_GetInstanceExtensions(window, &extensionCount, extensionNames.data());
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98 |
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99 | createInfo.enabledExtensionCount = extensionCount;
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100 | createInfo.ppEnabledExtensionNames = extensionNames.data();
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101 | createInfo.enabledLayerCount = 0;
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102 |
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103 | if (vkCreateInstance(&createInfo, nullptr, &instance) != VK_SUCCESS) {
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104 | throw runtime_error("failed to create instance!");
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105 | }
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106 | }
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107 |
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108 | void mainLoop() {
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109 | // TODO: Create some generic event-handling functions in game-gui-*
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110 | SDL_Event e;
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111 | bool quit = false;
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112 |
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113 | while(!quit) {
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114 | while (SDL_PollEvent(&e)) {
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115 | if (e.type == SDL_QUIT) {
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116 | quit = true;
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117 | }
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118 | if (e.type == SDL_KEYDOWN) {
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119 | quit = true;
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120 | }
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121 | if (e.type == SDL_MOUSEBUTTONDOWN) {
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122 | quit = true;
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123 | }
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124 | }
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125 | }
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126 | }
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127 |
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128 | void cleanup() {
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129 | vkDestroyInstance(instance, nullptr);
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130 |
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131 | // TODO: Move this into some generic method in game-gui-sdl
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132 | SDL_DestroyWindow(window);
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133 |
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134 | gui.Shutdown();
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135 | }
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136 | };
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137 |
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138 | int main() {
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139 |
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140 | #ifdef NDEBUG
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141 | cout << "DEBUGGING IS OFF" << endl;
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142 | #else
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143 | cout << "DEBUGGING IS ON" << endl;
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144 | #endif
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145 |
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146 | /*
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147 | glfwInit();
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148 |
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149 | glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
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150 | GLFWwindow* window = glfwCreateWindow(800, 600, "Vulkan window", nullptr, nullptr);
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151 |
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152 | uint32_t extensionCount = 0;
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153 | vkEnumerateInstanceExtensionProperties(nullptr, &extensionCount, nullptr);
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154 |
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155 | cout << extensionCount << " extensions supported" << endl;
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156 | */
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157 |
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158 | /*
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159 | while(!glfwWindowShouldClose(window)) {
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160 | glfwPollEvents();
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161 | }
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162 |
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163 | glfwDestroyWindow(window);
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164 |
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165 | glfwTerminate();
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166 | */
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167 |
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168 | /*
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169 | mat4 matrix;
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170 | vec4 vec;
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171 | vec4 test = matrix * vec;
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172 | */
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173 |
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174 | cout << "Starting Vulkan game..." << endl;
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175 |
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176 | VulkanGame game;
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177 |
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178 | try {
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179 | game.run();
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180 | } catch (const exception& e) {
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181 | cerr << e.what() << endl;
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182 | return EXIT_FAILURE;
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183 | }
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184 |
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185 | /* Some code used to create a surface and draw on it using SDL
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186 | (Check that this works with a Vulkan window)
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187 |
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188 | VkSurfaceKHR surface;
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189 | if (!SDL_Vulkan_CreateSurface(window, instance, &surface)) {
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190 | cout << "Couild not create Vulkan surface" << endl;
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191 | }
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192 |
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193 | screenSurface = SDL_GetWindowSurface(window);
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194 |
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195 | SDL_FillRect(screenSurface, NULL, SDL_MapRGB(screenSurface->format, 0xFF, 0xFF, 0xFF));
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196 |
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197 | SDL_UpdateWindowSurface(window);
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198 | */
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199 |
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200 | cout << "Finished running the game" << endl;
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201 |
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202 | return EXIT_SUCCESS;
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203 | }
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