fix prosperon layout
This commit is contained in:
@@ -1,6 +1,6 @@
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[compilation]
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[compilation]
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LDFLAGS = "-lSDL3 -lstdc++ -lm -lc++"
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LDFLAGS = "-lSDL3 -lstdc++ -lm -lc++"
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CFLAGS = "-Iimgui"
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CFLAGS = "-Isrc/imgui"
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[dependencies]
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[dependencies]
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rtree = "gitea.pockle.world/john/cell-rtree"
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rtree = "gitea.pockle.world/john/cell-rtree"
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@@ -23,7 +23,7 @@ for (i = 0; i < 100; i++) {
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})
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})
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}
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}
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this.update = function(dt) {
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var update = function(dt) {
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// If left mouse is down, spawn some more bunnies:
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// If left mouse is down, spawn some more bunnies:
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var mouse = input.mousestate()
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var mouse = input.mousestate()
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var i = 0;
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var i = 0;
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@@ -54,6 +54,6 @@ this.update = function(dt) {
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}
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}
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}
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}
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this.hud = function() {
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var hud = function() {
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draw.images(bunnyTex, bunnies)
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draw.images(bunnyTex, bunnies)
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}
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}
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@@ -23,7 +23,7 @@ function resetBall() {
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resetBall()
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resetBall()
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this.update = function(dt) {
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var update = function(dt) {
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// Move paddles: positive Y is up, so W/↑ means p.y += speed
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// Move paddles: positive Y is up, so W/↑ means p.y += speed
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if (input.keyboard.down('w')) p1.y += p1.speed*dt
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if (input.keyboard.down('w')) p1.y += p1.speed*dt
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if (input.keyboard.down('s')) p1.y -= p1.speed*dt
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if (input.keyboard.down('s')) p1.y -= p1.speed*dt
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@@ -69,7 +69,7 @@ this.update = function(dt) {
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if (l>config.width) { score1++; resetBall() }
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if (l>config.width) { score1++; resetBall() }
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}
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}
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this.hud = function() {
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var hud = function() {
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// Clear screen black
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// Clear screen black
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draw.rectangle({x:0, y:0, width:config.width, height:config.height}, [0,0,0,1])
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draw.rectangle({x:0, y:0, width:config.width, height:config.height}, [0,0,0,1])
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@@ -50,7 +50,7 @@ function wrap(pos) {
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resetGame()
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resetGame()
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this.update = function(dt) {
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var update = function(dt) {
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if (gameState != "playing") return
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if (gameState != "playing") return
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moveTimer += dt
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moveTimer += dt
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if (moveTimer < moveInterval) return
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if (moveTimer < moveInterval) return
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@@ -80,7 +80,7 @@ this.update = function(dt) {
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else pop(snake)
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else pop(snake)
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}
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}
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this.hud = function() {
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var hud = function() {
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// Optional clear screen
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// Optional clear screen
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draw.rectangle({x:0, y:0, width:config.width, height:config.height}, [0,0,0,1])
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draw.rectangle({x:0, y:0, width:config.width, height:config.height}, [0,0,0,1])
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@@ -104,7 +104,7 @@ this.hud = function() {
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// No immediate reversal
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// No immediate reversal
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// "Up" means y=1, so going physically up on screen
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// "Up" means y=1, so going physically up on screen
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this.inputs = {
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var inputs = {
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up: function() {
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up: function() {
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if (direction.y != -1) nextDirection = {x:0,y:1}
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if (direction.y != -1) nextDirection = {x:0,y:1}
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},
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},
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@@ -122,4 +122,4 @@ this.inputs = {
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}
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}
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}
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}
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input.player[0].control(this)
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//input.player[0].control()
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@@ -166,7 +166,7 @@ function hardDrop() {
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spawnPiece()
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spawnPiece()
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this.update = function(dt) {
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var update = function(dt) {
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if (gameOver) return
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if (gameOver) return
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// ======= Horizontal Movement Gate =======
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// ======= Horizontal Movement Gate =======
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@@ -243,7 +243,7 @@ this.update = function(dt) {
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}
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}
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}
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}
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this.hud = function() {
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var hud = function() {
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// Clear screen
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// Clear screen
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draw.rectangle({x:0, y:0, width:config.width, height:config.height}, [0,0,0,1])
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draw.rectangle({x:0, y:0, width:config.width, height:config.height}, [0,0,0,1])
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@@ -4,7 +4,6 @@ var io = use('cellfs')
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var time = use('time')
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var time = use('time')
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var res = use('resources')
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var res = use('resources')
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var json = use('json')
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var json = use('json')
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var os = use('os')
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var staef = use('staef')
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var staef = use('staef')
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var qoi = use('image/qoi')
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var qoi = use('image/qoi')
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var png = use('image/png')
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var png = use('image/png')
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@@ -19,9 +19,9 @@
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#include <SDL3/SDL.h>
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_render.h>
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#include <SDL3/SDL_render.h>
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#include <SDL3/SDL_gpu.h>
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#include <SDL3/SDL_gpu.h>
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#include "imgui/backends/imgui_impl_sdl3.h"
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#include "src/imgui/backends/imgui_impl_sdl3.h"
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//#include "imgui_impl_sdlrenderer3.h"
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//#include "imgui_impl_sdlrenderer3.h"
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#include "imgui/backends/imgui_impl_sdlgpu3.h"
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#include "src/imgui/backends/imgui_impl_sdlgpu3.h"
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// Forward declarations for the functions we need
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// Forward declarations for the functions we need
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extern "C" {
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extern "C" {
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2
layout.c
2
layout.c
@@ -17,7 +17,7 @@ lay_id VAR; \
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if (JS_ToUint32(js, &VAR, ARG)) return JS_EXCEPTION; \
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if (JS_ToUint32(js, &VAR, ARG)) return JS_EXCEPTION; \
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static JSValue js_layout_context_new(JSContext *js, JSValueConst self, int argc, JSValueConst *argv) {
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static JSValue js_layout_context_new(JSContext *js, JSValueConst self, int argc, JSValueConst *argv) {
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lay_context *lay = js_malloc(js, sizeof(*lay));
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lay_context *lay = js_malloc_rt(sizeof(*lay));
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lay_init_context(lay);
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lay_init_context(lay);
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JSValue obj = JS_NewObjectClass(js, js_layout_class_id);
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JSValue obj = JS_NewObjectClass(js, js_layout_class_id);
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JS_SetOpaque(obj, lay);
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JS_SetOpaque(obj, lay);
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@@ -110,7 +110,7 @@ static JSValue js_mersenne_use_call(JSContext *js, JSValueConst new_target, int
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}
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}
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}
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}
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MTRand *mrand = js_malloc(js, sizeof(MTRand));
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MTRand *mrand = js_malloc_rt(sizeof(MTRand));
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if (!mrand) return JS_ThrowOutOfMemory(js);
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if (!mrand) return JS_ThrowOutOfMemory(js);
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m_seedRand(mrand, seed);
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m_seedRand(mrand, seed);
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@@ -118,7 +118,7 @@ static JSValue js_mersenne_use_call(JSContext *js, JSValueConst new_target, int
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JS_FRAME(js);
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JS_FRAME(js);
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JS_ROOT(obj, JS_NewObjectClass(js, js_mersenne_class_id));
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JS_ROOT(obj, JS_NewObjectClass(js, js_mersenne_class_id));
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if (JS_IsException(obj.val)) {
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if (JS_IsException(obj.val)) {
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js_free(js, mrand);
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js_free_rt(mrand);
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JS_RETURN_EX();
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JS_RETURN_EX();
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}
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}
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2
staef.c
2
staef.c
@@ -847,7 +847,7 @@ static JSValue js_msdf_font_constructor(JSContext *ctx, JSValueConst new_target,
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CELL_USE_INIT(
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CELL_USE_INIT(
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// Initialize font class
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// Initialize font class
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JS_NewClassID(&js_font_id);
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JS_NewClassID(&js_font_id);
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JS_NewClass(JS_GetRuntime(js), js_font_id, &js_font_class);
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JS_NewClass(js, js_font_id, &js_font_class);
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JS_FRAME(js);
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JS_FRAME(js);
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JS_ROOT(proto, JS_NewObject(js));
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JS_ROOT(proto, JS_NewObject(js));
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JS_SetPropertyFunctionList(js, proto.val, js_font_funcs, countof(js_font_funcs));
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JS_SetPropertyFunctionList(js, proto.val, js_font_funcs, countof(js_font_funcs));
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