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@@ -56,8 +56,7 @@ static struct
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static SDL_AudioStream *stream;
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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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+static void quit(int rc)
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{
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SDL_free(sprites);
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SDL_DestroyAudioStream(stream);
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@@ -80,8 +79,7 @@ static int fillerup(void)
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return 0;
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}
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-void
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-UserLoggedIn(XUserHandle user)
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+static void UserLoggedIn(XUserHandle user)
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{
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HRESULT hr;
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char gamertag[128];
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@@ -96,8 +94,7 @@ UserLoggedIn(XUserHandle user)
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XUserCloseHandle(user);
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}
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-void
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-AddUserUICallback(XAsyncBlock *asyncBlock)
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+static void AddUserUICallback(XAsyncBlock *asyncBlock)
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{
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HRESULT hr;
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XUserHandle user = NULL;
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@@ -123,8 +120,7 @@ AddUserUICallback(XAsyncBlock *asyncBlock)
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delete asyncBlock;
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}
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-void
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-AddUserUI()
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+static void AddUserUI()
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{
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HRESULT hr;
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XAsyncBlock *asyncBlock = new XAsyncBlock;
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@@ -141,8 +137,7 @@ AddUserUI()
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}
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}
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-void
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-AddUserSilentCallback(XAsyncBlock *asyncBlock)
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+static void AddUserSilentCallback(XAsyncBlock *asyncBlock)
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{
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HRESULT hr;
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XUserHandle user = NULL;
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@@ -168,8 +163,7 @@ AddUserSilentCallback(XAsyncBlock *asyncBlock)
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delete asyncBlock;
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}
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-void
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-AddUserSilent()
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+static void AddUserSilent()
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{
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HRESULT hr;
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XAsyncBlock *asyncBlock = new XAsyncBlock;
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@@ -186,30 +180,27 @@ AddUserSilent()
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}
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}
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-int
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-LoadSprite(const char *file)
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+static bool LoadSprite(const char *file)
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{
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int i;
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for (i = 0; i < state->num_windows; ++i) {
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/* This does the SDL_LoadBMP step repeatedly, but that's OK for test code. */
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- sprites[i] = LoadTexture(state->renderers[i], file, true, &sprite_w, &sprite_h);
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+ sprites[i] = LoadTexture(state->renderers[i], file, true);
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if (!sprites[i]) {
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- return -1;
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- }
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- if (!SDL_SetTextureBlendMode(sprites[i], blendMode)) {
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- SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't set blend mode: %s", SDL_GetError());
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- SDL_DestroyTexture(sprites[i]);
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- return -1;
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+ return false;
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}
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+ sprite_w = sprites[i]->w;
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+ sprite_h = sprites[i]->h;
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+
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+ SDL_SetTextureBlendMode(sprites[i], blendMode);
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}
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/* We're ready to roll. :) */
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- return 0;
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+ return true;
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}
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-void
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-DrawSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
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+static void DrawSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
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{
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SDL_Rect viewport;
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SDL_FRect temp;
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@@ -300,8 +291,7 @@ DrawSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
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SDL_RenderPresent(renderer);
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}
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-void
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-loop()
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+static void loop()
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{
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int i;
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SDL_Event event;
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@@ -329,8 +319,7 @@ loop()
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fillerup();
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}
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-int
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-main(int argc, char *argv[])
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+int main(int argc, char *argv[])
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{
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int i;
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const char *icon = "icon.bmp";
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@@ -413,7 +402,7 @@ main(int argc, char *argv[])
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SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
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SDL_RenderClear(renderer);
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}
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- if (LoadSprite(icon) < 0) {
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+ if (!LoadSprite(icon)) {
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quit(2);
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}
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