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#define SOKOL_IMPL
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#if defined(WIN32) || defined(_WIN32)
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#define SOKOL_D3D11
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#endif
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#include "sokol_app.h"
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#include "sokol_gfx.h"
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#include "sokol_time.h"
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#include "sokol_glue.h"
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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#include "HandMadeMath.h"
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#include <math.h>
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sg_image load_image(const char *path) {
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sg_image to_return = {0};
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int png_width, png_height, num_channels;
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const int desired_channels = 4;
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stbi_uc* pixels = stbi_load(
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path,
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&png_width, &png_height,
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&num_channels, 0);
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assert(pixels);
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to_return = sg_make_image(&(sg_image_desc){
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.width = png_width,
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.height = png_height,
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.pixel_format = SG_PIXELFORMAT_RGBA8,
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.min_filter = SG_FILTER_NEAREST,
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.mag_filter = SG_FILTER_NEAREST,
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.data.subimage[0][0] = {
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.ptr = pixels,
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.size = (size_t)(png_width * png_height * 4),
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}
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});
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stbi_image_free(pixels);
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return to_return;
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}
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#include "quad-sapp.glsl.h"
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#include "assets.gen.c"
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// so can be grep'd and removed
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#define dbgprint(...) { printf("Debug | %s:%d | ", __FILE__, __LINE__); printf(__VA_ARGS__); }
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static struct {
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sg_pass_action pass_action;
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sg_pipeline pip;
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sg_bindings bind;
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} state;
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void init(void) {
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stm_setup();
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sg_setup(&(sg_desc){
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.context = sapp_sgcontext()
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});
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load_assets();
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state.bind.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
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.usage = SG_USAGE_STREAM,
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//.data = SG_RANGE(vertices),
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.size = 1024,
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.label = "quad-vertices"
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});
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/* an index buffer with 2 triangles */
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uint16_t indices[] = { 0, 1, 2, 0, 2, 3 };
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state.bind.index_buffer = sg_make_buffer(&(sg_buffer_desc){
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.type = SG_BUFFERTYPE_INDEXBUFFER,
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.data = SG_RANGE(indices),
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.label = "quad-indices"
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});
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/* a shader (use separate shader sources here */
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sg_shader shd = sg_make_shader(quad_program_shader_desc(sg_query_backend()));
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/* a pipeline state object */
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state.pip = sg_make_pipeline(&(sg_pipeline_desc){
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.shader = shd,
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.index_type = SG_INDEXTYPE_UINT16,
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.layout = {
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.attrs = {
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[ATTR_quad_vs_position].format = SG_VERTEXFORMAT_FLOAT2,
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[ATTR_quad_vs_texcoord0].format = SG_VERTEXFORMAT_FLOAT2,
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}
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},
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.label = "quad-pipeline"
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});
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/* default pass action */
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state.pass_action = (sg_pass_action) {
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.colors[0] = { .action=SG_ACTION_CLEAR, .value={0.0f, 0.0f, 0.0f, 1.0f } }
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};
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}
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typedef struct AABB {
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HMM_Vec2 upper_left;
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HMM_Vec2 lower_right;
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} AABB;
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typedef HMM_Vec4 Color;
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Color col(float r, float g, float b, float a) {
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return HMM_V4(r, g, b, a);
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}
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HMM_Vec2 screen_size() {
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return HMM_V2((float)sapp_width(), (float)sapp_height());
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}
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// points must be of length 4, and be in the order: upper left, upper right, lower right, lower left
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// the points are in pixels in screen space
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void draw_quad_all_parameters(HMM_Vec2 *points, sg_image image, AABB image_region, Color tint) {
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float new_vertices[ (2 + 2)*4 ];
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HMM_Vec2 region_size = HMM_SubV2(image_region.lower_right, image_region.upper_left);
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assert(region_size.X > 0.0);
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assert(region_size.Y > 0.0);
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HMM_Vec2 tex_coords[4] = {
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HMM_AddV2(image_region.upper_left, HMM_V2(0.0, 0.0)),
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HMM_AddV2(image_region.upper_left, HMM_V2(region_size.X, 0.0)),
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HMM_AddV2(image_region.upper_left, HMM_V2(region_size.X, region_size.Y)),
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HMM_AddV2(image_region.upper_left, HMM_V2(0.0, region_size.Y)),
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};
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// convert to uv space
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sg_image_info info = sg_query_image_info(image);
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for(int i = 0; i < 4; i++) {
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tex_coords[i] = HMM_DivV2(tex_coords[i], HMM_V2((float)info.width, (float)info.height));
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}
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for(int i = 0; i < 4; i++) {
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HMM_Vec2 zero_to_one = HMM_DivV2(points[i], screen_size());
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HMM_Vec2 in_clip_space = HMM_SubV2(HMM_MulV2F(zero_to_one, 2.0), HMM_V2(1.0, 1.0));
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new_vertices[i*4] = in_clip_space.X;
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new_vertices[i*4 + 1] = in_clip_space.Y;
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new_vertices[i*4 + 2] = tex_coords[i].X;
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new_vertices[i*4 + 3] = tex_coords[i].Y;
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}
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state.bind.vertex_buffer_offsets[0] = sg_append_buffer(state.bind.vertex_buffers[0], &SG_RANGE(new_vertices));
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quad_fs_params_t params = {0};
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params.tint[0] = tint.R;
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params.tint[1] = tint.G;
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params.tint[2] = tint.B;
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params.tint[3] = tint.A;
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params.upper_left[0] = image_region.upper_left.X;
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params.upper_left[1] = image_region.upper_left.Y;
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params.lower_right[0] = image_region.lower_right.X;
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params.lower_right[1] = image_region.lower_right.Y;
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state.bind.fs_images[SLOT_quad_tex] = image;
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sg_apply_bindings(&state.bind);
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sg_apply_uniforms(SG_SHADERSTAGE_FS, SLOT_quad_fs_params, &SG_RANGE(params));
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sg_draw(0, 6, 1);
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}
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double time = 0.0;
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uint64_t last_frame_time;
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HMM_Vec2 mouse_pos; // in screen space
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#ifdef DEVTOOLS
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bool mouse_frozen = false;
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#endif
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void frame(void) {
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// time
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{
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double dt = stm_sec(stm_diff(stm_now(), last_frame_time));
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time += dt;
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last_frame_time = stm_now();
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}
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/*HMM_Vec2 points[] = {
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HMM_V2(-0.5f, 0.5f),
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HMM_V2(0.5f, 0.5f),
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HMM_V2(0.5f, -0.5f),
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HMM_V2(-0.5f, -0.5f),
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};*/
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float size = 200.0;
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HMM_Vec2 points[] = {
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HMM_V2(0.0, 0.0),
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HMM_V2(size, 0.0),
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HMM_V2(size, -size),
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HMM_V2(0.0, -size),
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};
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for(int i = 0; i < 4; i ++) {
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points[i] = HMM_AddV2(points[i], mouse_pos);
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}
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sg_begin_default_pass(&state.pass_action, sapp_width(), sapp_height());
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sg_apply_pipeline(state.pip);
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int index = (int)floor(time/0.3);
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sg_image_info info = sg_query_image_info(image_merchant);
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int cell_size = 110;
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assert(info.width % cell_size == 0);
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AABB region;
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region.upper_left = HMM_V2( (float)((index % (info.width/cell_size)) * cell_size), 0.0);
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region.lower_right = HMM_V2(region.upper_left.X + (float)cell_size, (float)cell_size);
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draw_quad_all_parameters(points, image_merchant, region, col(1.0, 1.0, 1.0, 1.0));
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sg_end_pass();
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sg_commit();
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}
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void cleanup(void) {
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sg_shutdown();
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}
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void event(const sapp_event *e) {
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if(e->type == SAPP_EVENTTYPE_KEY_DOWN) {
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if(e->key_code == SAPP_KEYCODE_ESCAPE) {
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sapp_quit();
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}
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#ifdef DEVTOOLS
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if(e->key_code == SAPP_KEYCODE_T) {
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mouse_frozen = !mouse_frozen;
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}
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#endif
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}
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if(e->type == SAPP_EVENTTYPE_MOUSE_MOVE) {
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bool ignore_movement = false;
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#ifdef DEVTOOLS
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if(mouse_frozen) ignore_movement = true;
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#endif
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if(!ignore_movement) mouse_pos = HMM_V2(e->mouse_x, (float)sapp_height() - e->mouse_y);
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}
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}
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sapp_desc sokol_main(int argc, char* argv[]) {
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(void)argc; (void)argv;
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return (sapp_desc){
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.init_cb = init,
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.frame_cb = frame,
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.cleanup_cb = cleanup,
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.event_cb = event,
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.width = 800,
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.height = 600,
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.gl_force_gles2 = true,
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.window_title = "RPGPT",
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.win32_console_attach = true,
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.icon.sokol_default = true,
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};
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}
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