fix: examples should now have correct game loop structure with accumulator
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+8
-14
@@ -5,7 +5,6 @@
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#include "skele.h"
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#include <stdlib.h>
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#include <stk/stk.h>
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#include <string.h>
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static uint8_t running = 1;
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@@ -14,12 +13,8 @@ static void on_signal(void) { running = 0; }
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int main(int argc, char *argv[])
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{
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skele_video_config_t video_cfg;
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uint64_t last, now, elapsed;
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uint64_t last, now, elapsed, accum = 0;
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uint8_t *pixels;
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uint32_t total;
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(void)argc;
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(void)argv;
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skele_clock_init(on_signal);
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@@ -43,8 +38,8 @@ int main(int argc, char *argv[])
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return 1;
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}
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total = (uint32_t)(video_cfg.render_width * video_cfg.render_height);
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pixels = malloc(total);
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pixels = calloc(video_cfg.render_width * video_cfg.render_height,
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sizeof(uint8_t));
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if (!pixels) {
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skele_video_shutdown();
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skele_stk_teardown();
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@@ -52,22 +47,21 @@ int main(int argc, char *argv[])
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return 1;
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}
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memset(pixels, 0, total);
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last = skele_time_ns();
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while (running) {
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stk_poll();
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if (!skele_input_poll())
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break;
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stk_poll();
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now = skele_time_ns();
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elapsed = now - last;
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accum += elapsed;
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last = now;
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if (elapsed >= skele_tick_ns) {
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while (accum >= skele_tick_ns) {
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skele_tick();
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last = now;
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accum -= skele_tick_ns;
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}
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skele_video_blit(pixels);
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@@ -13,9 +13,7 @@ static void on_signal(void) { running = 0; }
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int main(int argc, char *argv[])
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{
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skele_video_config_t video_cfg;
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uint64_t last;
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uint64_t now;
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uint64_t elapsed;
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uint64_t last, now, elapsed, accum = 0;
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skele_clock_init(on_signal);
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@@ -49,10 +47,12 @@ int main(int argc, char *argv[])
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now = skele_time_ns();
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elapsed = now - last;
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accum += elapsed;
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last = now;
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if (elapsed >= skele_tick_ns) {
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while (accum >= skele_tick_ns) {
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skele_tick();
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last = now;
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accum -= skele_tick_ns;
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}
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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