Fix framerate issue
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e4f7fca02d
commit
acc3cd890d
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@ -53,8 +53,8 @@ fn getTab(self: *Self) MenuTab {
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}
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}
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pub fn tick(self: *Self) State {
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pub fn tick(self: *Self) State {
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const sel = self.getSel();
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//const sel = self.getSel();
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const tab = self.getTab();
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//const tab = self.getTab();
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var key_state = SDL.getKeyboardState();
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var key_state = SDL.getKeyboardState();
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for (self.action_list) |*action| {
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for (self.action_list) |*action| {
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@ -72,11 +72,11 @@ pub fn tick(self: *Self) State {
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action.*.call(self);
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action.*.call(self);
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}
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}
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}
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}
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std.debug.print(
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//std.debug.print(
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\\Tab: {s}
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//\\Tab: {s}
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\\Selection: {s}
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//\\Selection: {s}
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\\
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//\\
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, .{ tab.name, sel.name });
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//, .{ tab.name, sel.name });
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return self.state;
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return self.state;
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}
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}
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@ -21,16 +21,10 @@ pub fn init() !Self {
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try sdl.gl.setAttribute(.{ .multisamplebuffers = true });
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try sdl.gl.setAttribute(.{ .multisamplebuffers = true });
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try sdl.gl.setAttribute(.{ .multisamplesamples = 4 });
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try sdl.gl.setAttribute(.{ .multisamplesamples = 4 });
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const window = try sdl.createWindow(
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const window = try sdl.createWindow("USG", .{ .centered = {} }, .{ .centered = {} }, 1280, 720, .{ .context = .opengl, .vis = .shown });
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"USG",
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.{ .centered = {} },
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.{ .centered = {} },
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1280,
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720,
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.{ .context = .opengl, .vis = .shown }
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);
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const ctx = try sdl.gl.createContext(window);
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const ctx = try sdl.gl.createContext(window);
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_ = try sdl.gl.setSwapInterval(.immediate);
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var mvp_loc: u32 = undefined;
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var mvp_loc: u32 = undefined;
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var color_loc: u32 = undefined;
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var color_loc: u32 = undefined;
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@ -60,7 +54,7 @@ pub fn init() !Self {
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const ortho = m.Mat4.createOrthogonal(0.0, xunit, yunit, 0.0, 0.0, 100.0);
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const ortho = m.Mat4.createOrthogonal(0.0, xunit, yunit, 0.0, 0.0, 100.0);
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gl.uniformMatrix4fv(mvp_loc, false, &.{ ortho.fields });
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gl.uniformMatrix4fv(mvp_loc, false, &.{ortho.fields});
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var vertex_array = gl.VertexArray.gen();
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var vertex_array = gl.VertexArray.gen();
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vertex_array.bind();
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vertex_array.bind();
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@ -73,13 +67,7 @@ pub fn init() !Self {
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gl.enable(.blend);
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gl.enable(.blend);
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gl.blendFunc(.src_alpha, .one_minus_src_alpha);
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gl.blendFunc(.src_alpha, .one_minus_src_alpha);
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return Self{
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return Self{ .window = window, .context = ctx, .color_loc = color_loc, .buffer = buf, .color = .{ 0, 0, 0, 0 } };
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.window = window,
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.context = ctx,
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.color_loc = color_loc,
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.buffer = buf,
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.color = .{0,0,0,0}
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};
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}
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}
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pub fn render(self: Self) void {
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pub fn render(self: Self) void {
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@ -96,10 +84,10 @@ pub fn deinit(self: Self) void {
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pub fn setColor(self: *Self, r: u8, g: i32, b: i32, a: i32) void {
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pub fn setColor(self: *Self, r: u8, g: i32, b: i32, a: i32) void {
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self.*.color = .{
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self.*.color = .{
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@intToFloat(f32, r)/255.0,
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@intToFloat(f32, r) / 255.0,
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@intToFloat(f32, g)/255.0,
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@intToFloat(f32, g) / 255.0,
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@intToFloat(f32, b)/255.0,
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@intToFloat(f32, b) / 255.0,
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@intToFloat(f32, a)/255.0,
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@intToFloat(f32, a) / 255.0,
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};
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};
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}
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}
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@ -113,17 +101,17 @@ pub fn drawRectangle(self: *Self, x: i32, y: i32, w: i32, h: i32) void {
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gl.vertexAttribPointer(0, 2, .float, false, 0, 0);
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gl.vertexAttribPointer(0, 2, .float, false, 0, 0);
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const vertex_buffer = [_]f32{
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const vertex_buffer = [_]f32{
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xf, yf ,
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xf, yf,
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xf + wf, yf ,
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xf + wf, yf,
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xf + wf, yf + hf,
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xf + wf, yf + hf,
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xf, yf + hf,
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xf, yf + hf,
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};
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};
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const indices = [_]u8{0, 1, 1, 2, 2, 3, 3, 0};
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const indices = [_]u8{ 0, 1, 1, 2, 2, 3, 3, 0 };
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self.buffer.data(f32, &vertex_buffer, .static_draw);
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self.buffer.data(f32, &vertex_buffer, .static_draw);
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gl.uniform4fv(self.color_loc, &.{ self.color });
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gl.uniform4fv(self.color_loc, &.{self.color});
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_ = indices;
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_ = indices;
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gl.drawElements(.lines, 8, .u8, @ptrToInt(&indices));
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gl.drawElements(.lines, 8, .u8, @ptrToInt(&indices));
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@ -141,17 +129,17 @@ pub fn fillRectangle(self: *Self, x: i32, y: i32, w: i32, h: i32) void {
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gl.vertexAttribPointer(0, 2, .float, false, 0, 0);
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gl.vertexAttribPointer(0, 2, .float, false, 0, 0);
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const vertex_buffer = [_]f32{
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const vertex_buffer = [_]f32{
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xf + wf, yf ,
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xf + wf, yf,
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xf, yf + hf,
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xf, yf + hf,
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xf, yf ,
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xf, yf,
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xf + wf, yf + hf,
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xf + wf, yf + hf,
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};
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};
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const indices = [_]u8{0, 1, 2, 0, 1, 3};
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const indices = [_]u8{ 0, 1, 2, 0, 1, 3 };
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self.buffer.data(f32, &vertex_buffer, .static_draw);
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self.buffer.data(f32, &vertex_buffer, .static_draw);
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gl.uniform4fv(self.color_loc, &.{ self.color });
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gl.uniform4fv(self.color_loc, &.{self.color});
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gl.drawElements(.triangles, 6, .u8, @ptrToInt(&indices));
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gl.drawElements(.triangles, 6, .u8, @ptrToInt(&indices));
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10
src/main.zig
10
src/main.zig
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@ -19,6 +19,8 @@ pub fn main() !void {
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try SDL.image.init(.{ .jpg = true });
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try SDL.image.init(.{ .jpg = true });
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mainLoop: while (true) {
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mainLoop: while (true) {
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const start = SDL.getTicks64();
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while (SDL.pollEvent()) |ev| {
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while (SDL.pollEvent()) |ev| {
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switch (ev) {
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switch (ev) {
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.quit => break :mainLoop,
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.quit => break :mainLoop,
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@ -26,20 +28,18 @@ pub fn main() !void {
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}
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}
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}
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}
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const start = SDL.getTicks64();
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current_state = switch (current_state) {
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current_state = switch (current_state) {
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.main_menu => main_menu.tick(),
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.main_menu => main_menu.tick(),
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.game => game.tick(),
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.game => game.tick(),
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};
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};
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renderer.render();
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renderer.render();
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const delay = SDL.getTicks64() - start;
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const delay = SDL.getTicks64() - start;
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std.debug.print("{} ms\n", .{delay});
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std.debug.print("{} ms\n", .{delay});
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if (delay < 15) {
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if (delay < 16) {
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SDL.delay(15 - @intCast(u32, delay));
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SDL.delay(16 - @intCast(u32, delay));
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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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