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Web: Move emscripten_set_main_loop from Game.c to Window_Web.c
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src/Game.c
11
src/Game.c
@ -36,9 +36,6 @@
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#include "Protocol.h"
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#include "Protocol.h"
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#include "Picking.h"
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#include "Picking.h"
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#include "Animations.h"
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#include "Animations.h"
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#ifdef CC_BUILD_WEB
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#include <emscripten.h>
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#endif
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struct _GameData Game;
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struct _GameData Game;
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cc_bool Game_UseCPEBlocks;
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cc_bool Game_UseCPEBlocks;
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@ -623,7 +620,7 @@ void Game_Free(void* obj) {
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#ifdef CC_BUILD_WEB
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#ifdef CC_BUILD_WEB
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static cc_uint64 lastRender;
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static cc_uint64 lastRender;
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static void Game_DoFrame(void) {
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void Game_DoFrame(void) {
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cc_uint64 render;
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cc_uint64 render;
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double time;
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double time;
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Game_DoFrameBody()
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Game_DoFrameBody()
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@ -631,10 +628,8 @@ static void Game_DoFrame(void) {
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static void Game_RunLoop(void) {
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static void Game_RunLoop(void) {
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lastRender = Stopwatch_Measure();
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lastRender = Stopwatch_Measure();
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emscripten_set_main_loop(Game_DoFrame, 0, false);
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/* Window_Web.c sets Game_DoFrame as the main loop callback function */
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/* The Game_SetFpsLimit call back in Game_Load does nothing because no main loop yet */
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/* (i.e. web browser is in charge of calling Game_DoFrame, not us) */
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/* Now thats there's a main loop, Game_SetFpsLimit will actually do something */
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Game_SetFpsLimit(Options_GetEnum(OPT_FPS_LIMIT, 0, FpsLimit_Names, FPS_LIMIT_COUNT));
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}
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}
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cc_bool Game_ShouldClose(void) {
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cc_bool Game_ShouldClose(void) {
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@ -350,8 +350,12 @@ extern int interop_IsAndroid(void);
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extern int interop_IsIOS(void);
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extern int interop_IsIOS(void);
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extern void interop_AddClipboardListeners(void);
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extern void interop_AddClipboardListeners(void);
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extern void interop_ForceTouchPageLayout(void);
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extern void interop_ForceTouchPageLayout(void);
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extern void Game_DoFrame(void);
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void Window_Init(void) {
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void Window_Init(void) {
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int is_ios, droid;
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int is_ios, droid;
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emscripten_set_main_loop(Game_DoFrame, 0, false);
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DisplayInfo.Width = GetScreenWidth();
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DisplayInfo.Width = GetScreenWidth();
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DisplayInfo.Height = GetScreenHeight();
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DisplayInfo.Height = GetScreenHeight();
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DisplayInfo.Depth = 24;
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DisplayInfo.Depth = 24;
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