Noah Petherbridge
9356502a50
Implements the dev console in-game with various commands to start out with. Press the Enter key to show or hide the console. Commands supported: new Start a new map in Edit Mode. save [filename.json] Save the current map to disk. Filename is required unless you have saved recently. edit filename.json Open a map from disk in Edit Mode. play filename.json Play a map from disk in Play Mode.
230 lines
5.0 KiB
Go
230 lines
5.0 KiB
Go
// Package sdl provides an SDL2 renderer for Doodle.
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package sdl
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import (
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"errors"
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"time"
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"git.kirsle.net/apps/doodle/events"
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"git.kirsle.net/apps/doodle/render"
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"github.com/veandco/go-sdl2/sdl"
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"github.com/veandco/go-sdl2/ttf"
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)
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// Renderer manages the SDL state.
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type Renderer struct {
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// Configurable fields.
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title string
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width int32
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height int32
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startTime time.Time
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// Private fields.
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events *events.State
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window *sdl.Window
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renderer *sdl.Renderer
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running bool
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ticks uint64
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// Optimizations to minimize SDL calls.
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lastColor render.Color
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}
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// New creates the SDL renderer.
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func New(title string, width, height int32) *Renderer {
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return &Renderer{
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events: events.New(),
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title: title,
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width: width,
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height: height,
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}
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}
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// Teardown tasks when exiting the program.
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func (r *Renderer) Teardown() {
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r.renderer.Destroy()
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r.window.Destroy()
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sdl.Quit()
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}
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// Setup the renderer.
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func (r *Renderer) Setup() error {
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// Initialize SDL.
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log.Info("Initializing SDL")
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if err := sdl.Init(sdl.INIT_EVERYTHING); err != nil {
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return err
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}
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// Initialize SDL_TTF.
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log.Info("Initializing SDL_TTF")
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if err := ttf.Init(); err != nil {
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return err
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}
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// Create our window.
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log.Info("Creating the Main Window")
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window, err := sdl.CreateWindow(
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r.title,
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sdl.WINDOWPOS_CENTERED,
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sdl.WINDOWPOS_CENTERED,
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r.width,
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r.height,
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sdl.WINDOW_SHOWN,
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)
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if err != nil {
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return err
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}
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r.window = window
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// Blank out the window in white.
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log.Info("Creating the SDL Renderer")
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renderer, err := sdl.CreateRenderer(window, -1, sdl.RENDERER_ACCELERATED)
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if err != nil {
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panic(err)
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}
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r.renderer = renderer
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render.Renderer = renderer
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return nil
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}
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// GetTicks gets SDL's current tick count.
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func (r *Renderer) GetTicks() uint32 {
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return sdl.GetTicks()
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}
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// Poll for events.
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func (r *Renderer) Poll() (*events.State, error) {
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s := r.events
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for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
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switch t := event.(type) {
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case *sdl.QuitEvent:
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return s, errors.New("quit")
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case *sdl.MouseMotionEvent:
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if DebugMouseEvents {
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log.Debug("[%d ms] tick:%d MouseMotion type:%d id:%d x:%d y:%d xrel:%d yrel:%d",
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t.Timestamp, r.ticks, t.Type, t.Which, t.X, t.Y, t.XRel, t.YRel,
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)
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}
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// Push the cursor position.
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s.CursorX.Push(t.X)
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s.CursorY.Push(t.Y)
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s.Button1.Push(t.State == 1)
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case *sdl.MouseButtonEvent:
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if DebugClickEvents {
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log.Debug("[%d ms] tick:%d MouseButton type:%d id:%d x:%d y:%d button:%d state:%d",
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t.Timestamp, r.ticks, t.Type, t.Which, t.X, t.Y, t.Button, t.State,
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)
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}
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// Push the cursor position.
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s.CursorX.Push(t.X)
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s.CursorY.Push(t.Y)
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// Is a mouse button pressed down?
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if t.Button == 1 {
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var eventName string
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if DebugClickEvents {
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if t.State == 1 && s.Button1.Now == false {
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eventName = "DOWN"
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} else if t.State == 0 && s.Button1.Now == true {
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eventName = "UP"
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}
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}
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if eventName != "" {
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log.Debug("tick:%d Mouse Button1 %s BEFORE: %+v",
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r.ticks,
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eventName,
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s.Button1,
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)
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s.Button1.Push(eventName == "DOWN")
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log.Debug("tick:%d Mouse Button1 %s AFTER: %+v",
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r.ticks,
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eventName,
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s.Button1,
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)
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// Return the event immediately.
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return s, nil
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}
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}
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// s.Button2.Push(t.Button == 3 && t.State == 1)
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case *sdl.MouseWheelEvent:
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if DebugMouseEvents {
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log.Debug("[%d ms] tick:%d MouseWheel type:%d id:%d x:%d y:%d",
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t.Timestamp, r.ticks, t.Type, t.Which, t.X, t.Y,
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)
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}
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case *sdl.KeyboardEvent:
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if DebugKeyEvents {
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log.Debug("[%d ms] tick:%d Keyboard type:%d sym:%c modifiers:%d state:%d repeat:%d\n",
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t.Timestamp, r.ticks, t.Type, t.Keysym.Sym, t.Keysym.Mod, t.State, t.Repeat,
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)
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}
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switch t.Keysym.Scancode {
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case sdl.SCANCODE_ESCAPE:
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if t.Repeat == 1 {
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continue
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}
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s.EscapeKey.Push(t.State == 1)
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case sdl.SCANCODE_RETURN:
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if t.Repeat == 1 {
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continue
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}
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s.EnterKey.Push(t.State == 1)
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case sdl.SCANCODE_F12:
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s.ScreenshotKey.Push(t.State == 1)
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case sdl.SCANCODE_UP:
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s.Up.Push(t.State == 1)
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case sdl.SCANCODE_LEFT:
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s.Left.Push(t.State == 1)
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case sdl.SCANCODE_RIGHT:
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s.Right.Push(t.State == 1)
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case sdl.SCANCODE_DOWN:
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s.Down.Push(t.State == 1)
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case sdl.SCANCODE_LSHIFT:
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case sdl.SCANCODE_RSHIFT:
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s.ShiftActive.Push(t.State == 1)
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continue
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case sdl.SCANCODE_LALT:
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case sdl.SCANCODE_RALT:
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case sdl.SCANCODE_LCTRL:
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case sdl.SCANCODE_RCTRL:
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continue
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case sdl.SCANCODE_BACKSPACE:
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// Make it a key event with "\b" as the sequence.
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if t.State == 1 || t.Repeat == 1 {
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s.KeyName.Push(`\b`)
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}
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default:
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// Push the string value of the key.
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if t.State == 1 {
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s.KeyName.Push(string(t.Keysym.Sym))
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}
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}
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}
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}
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return s, nil
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}
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// Present the current frame.
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func (r *Renderer) Present() error {
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r.renderer.Present()
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return nil
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}
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// Delay using sdl.Delay
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func (r *Renderer) Delay(time uint32) {
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sdl.Delay(time)
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}
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// Loop is the main loop.
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func (r *Renderer) Loop() error {
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return nil
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}
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