* Renamed test to DirectWindowStars.
* Some changes to make it run in the test environment. git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@15466 a95241bf-73f2-0310-859d-f6bbb57e9c96
This commit is contained in:
@@ -1,7 +1,15 @@
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SubDir HAIKU_TOP src tests kits game direct_window_test ;
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SimpleTest direct_window_test
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SetSubDirSupportedPlatformsBeOSCompatible ;
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AddSubDirSupportedPlatforms libbe_test ;
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SimpleTest DirectWindowStars
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: Stars.cpp StarWindow.cpp
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: game be root
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: game be
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;
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if ( $(TARGET_PLATFORM) = libbe_test ) {
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HaikuInstall install-test-apps : $(HAIKU_APP_TEST_DIR) : DirectWindowStars
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: tests!apps ;
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}
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@@ -60,8 +60,9 @@ enum {
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CRC_KEY = 0x1789feb3
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};
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StarWindow::StarWindow(BRect frame, const char *name)
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: BDirectWindow(frame, name, B_TITLED_WINDOW, 0)
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: BDirectWindow(frame, name, B_TITLED_WINDOW, 0)
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{
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uint32 i;
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int32 x, y, dx, dy, cnt, square;
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@@ -75,8 +76,7 @@ StarWindow::StarWindow(BRect frame, const char *name)
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star_list = (star*)malloc(sizeof(star)*star_count_max);
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// initialise the default state of the star array
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for (i=0; i<star_count_max; i++) {
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for (i = 0; i < star_count_max; i++) {
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// peek a random vector. This is certainly not the nicest way
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// to do it (the probability and the angle are linked), but that's
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// simple and doesn't require any trigonometry.
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@@ -84,12 +84,12 @@ StarWindow::StarWindow(BRect frame, const char *name)
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dx = (crc_alea&0xffff) - 0x8000;
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CrcStep();
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CrcStep();
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dy = (crc_alea&0xffff) - 0x8000;
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CrcStep();
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CrcStep();
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} while ((dx == 0) && (dy == 0));
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// enforce a minimal length by doubling the vector as many times
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// as needed.
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square = dx*dx+dy*dy;
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@@ -178,17 +178,23 @@ StarWindow::StarWindow(BRect frame, const char *name)
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SetSizeLimits(40.0, 2000.0, 40.0, 2000.0);
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// If the graphic card/graphic driver we use doesn't support directwindow
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// in window mode, then we need to switch to fullscreen immediatly, or
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// in window mode, then we need to switch to fullscreen immediately, or
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// the user won't see anything, as long as it doesn't used the undocumented
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// shortcut. That would be bad behavior...
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if (!BDirectWindow::SupportsWindowMode()) {
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bool sSwapped;
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char *buf;
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BAlert *quit_alert;
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key_map *map;
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key_map *map;
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get_key_map(&map, &buf);
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sSwapped = (map->left_control_key==0x5d) && (map->left_command_key==0x5c);
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if (map != NULL) {
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sSwapped = (map->left_control_key == 0x5d)
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&& (map->left_command_key == 0x5c);
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} else
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sSwapped = false;
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free(map);
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free(buf);
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quit_alert = new BAlert("QuitAlert", sSwapped ?
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@@ -205,10 +211,9 @@ StarWindow::StarWindow(BRect frame, const char *name)
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}
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}
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StarWindow::~StarWindow()
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{
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long result;
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// force the drawing_thread to quit. This is the easiest way to deal
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// with potential closing problem. When it's not practical, we
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// recommand to use Hide() and Sync() to force the disconnection of
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@@ -217,6 +222,8 @@ StarWindow::~StarWindow()
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// window destructor and kill your drawing thread...
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kill_my_thread = true;
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delete_sem(drawing_lock);
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status_t result;
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wait_for_thread(my_thread, &result);
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// Free window resources. As they're used by the drawing thread, we
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@@ -224,36 +231,42 @@ StarWindow::~StarWindow()
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free(star_list);
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}
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bool StarWindow::QuitRequested()
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bool
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StarWindow::QuitRequested()
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{
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be_app->PostMessage(B_QUIT_REQUESTED);
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return(TRUE);
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return true;
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}
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void StarWindow::MessageReceived(BMessage *message)
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{
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int8 key_code;
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switch(message->what) {
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// Switch between full-screen mode and windowed mode.
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case 'full' :
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SetFullScreen(!IsFullScreen());
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break;
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case B_KEY_DOWN :
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if (!IsFullScreen())
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void
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StarWindow::MessageReceived(BMessage *message)
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{
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int8 key_code;
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switch (message->what) {
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// Switch between full-screen mode and windowed mode.
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case 'full':
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SetFullScreen(!IsFullScreen());
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break;
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if (message->FindInt8("byte", &key_code) != B_OK)
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case B_KEY_DOWN:
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if (!IsFullScreen())
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break;
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if (message->FindInt8("byte", &key_code) != B_OK)
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break;
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if (key_code == B_ESCAPE)
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PostMessage(B_QUIT_REQUESTED);
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break;
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default:
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BDirectWindow::MessageReceived(message);
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break;
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if (key_code == B_ESCAPE)
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PostMessage(B_QUIT_REQUESTED);
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break;
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default :
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BDirectWindow::MessageReceived(message);
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break;
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}
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}
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void StarWindow::CrcStep()
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void
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StarWindow::CrcStep()
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{
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// basic crc pseudo-random generator
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crc_alea <<= 1;
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@@ -261,30 +274,33 @@ void StarWindow::CrcStep()
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crc_alea ^= CRC_KEY;
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}
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void StarWindow::DirectConnected(direct_buffer_info *info)
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void
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StarWindow::DirectConnected(direct_buffer_info *info)
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{
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// you need to use that mask to read the buffer state.
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switch (info->buffer_state & B_DIRECT_MODE_MASK) {
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// start a direct screen connection.
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case B_DIRECT_START :
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SwitchContext(info); // update the direct screen infos.
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release_sem(drawing_lock); // unblock the animation thread.
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break;
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// stop a direct screen connection.
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case B_DIRECT_STOP :
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acquire_sem(drawing_lock); // block the animation thread.
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break;
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// modify the state of a direct screen connection.
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case B_DIRECT_MODIFY :
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acquire_sem(drawing_lock); // block the animation thread.
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SwitchContext(info); // update the direct screen infos.
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release_sem(drawing_lock); // unblock the animation thread.
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break;
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default :
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break;
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// start a direct screen connection.
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case B_DIRECT_START:
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SwitchContext(info); // update the direct screen infos.
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release_sem(drawing_lock); // unblock the animation thread.
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break;
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// stop a direct screen connection.
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case B_DIRECT_STOP:
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acquire_sem(drawing_lock); // block the animation thread.
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break;
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// modify the state of a direct screen connection.
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case B_DIRECT_MODIFY:
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acquire_sem(drawing_lock); // block the animation thread.
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SwitchContext(info); // update the direct screen infos.
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release_sem(drawing_lock); // unblock the animation thread.
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break;
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default:
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break;
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}
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}
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// This function update the internal graphic context of the StarWindow
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// object to reflect the infos send through the DirectConnected API.
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// It also update the state of stars (and erase some of them) to
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@@ -292,7 +308,8 @@ void StarWindow::DirectConnected(direct_buffer_info *info)
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// in DirectConnected, it's a bad idea to do any heavy drawing (long)
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// operation. But as we only update the stars (the background will be
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// updated a little later by the view system), it's not a big deal.
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void StarWindow::SwitchContext(direct_buffer_info *info)
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void
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StarWindow::SwitchContext(direct_buffer_info *info)
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{
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star *s;
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int32 x, y, deltax, deltay;
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@@ -490,9 +507,11 @@ void StarWindow::SwitchContext(direct_buffer_info *info)
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cy_old = cy - info->window_bounds.top;
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}
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// This is the thread doing the star animation itself. It would be easy to
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// adapt to do any other sort of pixel animation.
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long StarWindow::StarAnimation(void *data)
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long
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StarWindow::StarAnimation(void *data)
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{
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star *s;
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int32 x, y;
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