[Fix] Doxygen comments.
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102
src/lephisto.c
102
src/lephisto.c
@ -64,12 +64,15 @@ static void data_name(void);
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/* Update. */
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/* Update. */
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static void fps_control(void);
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static void fps_control(void);
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static void update_all(void);
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static void update_all(void);
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static void update_routine(double dt);
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static void render_all(void);
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static void render_all(void);
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/* @brief The entry point of Lephisto. */
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/** @brief The entry point of Lephisto.
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/* @param[in] argc Number of arguments. */
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* @param[in] argc Number of arguments.
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/* @param[in] argv Array of argc arguments. */
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* @param[in] argv Array of argc arguments.
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* @return EXIT_SUCCESS on success.
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*/
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#ifdef WIN32
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#ifdef WIN32
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int WINAPI WinMain(HINSTANCE hInst, HINSTANCE hPrevInst, LPSTR lpCmdLine,
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int WINAPI WinMain(HINSTANCE hInst, HINSTANCE hPrevInst, LPSTR lpCmdLine,
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int nCmdShow) {
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int nCmdShow) {
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@ -215,6 +218,9 @@ int main(int argc, char** argv) {
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exit(EXIT_SUCCESS);
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exit(EXIT_SUCCESS);
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}
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}
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/**
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* Load all the data, makes main() simpler.
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*/
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void load_all(void) {
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void load_all(void) {
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/* Ordering of these is very important as they are interdependent. */
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/* Ordering of these is very important as they are interdependent. */
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commodity_load();
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commodity_load();
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@ -227,7 +233,9 @@ void load_all(void) {
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space_load();
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space_load();
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}
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}
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/* @brief Unloads all data, simplifies main(). */
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/**
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* @brief Unloads all data, simplifies main().
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*/
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void unload_all(void) {
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void unload_all(void) {
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/* Data unloading - order should not matter, but inverse load_all is good. */
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/* Data unloading - order should not matter, but inverse load_all is good. */
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fleet_free();
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fleet_free();
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@ -239,7 +247,9 @@ void unload_all(void) {
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commodity_free();
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commodity_free();
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}
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}
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/* @brief Slip main loop from main() for secondary loop hack in toolkit.c. */
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/**
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* @brief Split main loop from main() for secondary loop hack in toolkit.c.
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*/
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void main_loop(void) {
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void main_loop(void) {
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sound_update(); /* Do sound stuff. */
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sound_update(); /* Do sound stuff. */
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@ -260,7 +270,9 @@ void main_loop(void) {
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static double fps_dt = 1.;
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static double fps_dt = 1.;
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static double dt = 0.;
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static double dt = 0.;
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/* @brief Controls the FPS. */
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/**
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* @brief Controls the FPS.
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*/
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static void fps_control(void) {
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static void fps_control(void) {
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unsigned int t;
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unsigned int t;
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@ -279,37 +291,61 @@ static void fps_control(void) {
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}
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}
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}
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}
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/* @brief Updates the game itself (player flying around etc). */
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const double fps_min = 1./50.0;
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/**
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* @brief Updates the game itself (player flying around etc).
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*/
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static void update_all(void) {
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static void update_all(void) {
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#if 0
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double tmpdt;
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if(dt > 1./30.) {
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/* Slow timers down and re-run calculations. */
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if(dt > 1.) { /* Slow timers down and rerun calculations */
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pause_delay((unsigned int)dt*1000.);
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pause_delay((unsigned int)dt*1000.);
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return;
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return;
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}
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}
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#endif
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/* We'll force a minimum of 50 FPS. */
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else if(dt > fps_min) {
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tmpdt = dt - fps_min;
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pause_delay((unsigned int)(tmpdt*1000));
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update_routine(fps_min);
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/* Run as many cycles of dt=fps_min as needed. */
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while(tmpdt > fps_min) {
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pause_delay((unsigned int)(-fps_min*1000)); /* Increment counters */
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update_routine(fps_min);
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tmpdt -= fps_min;
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}
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}
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update_routine(dt);
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}
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/**
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* @brief Actually runs the update.
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*/
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static void update_routine(double dt) {
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space_update(dt);
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space_update(dt);
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weapons_update(dt);
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weapons_update(dt);
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spfx_update(dt);
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spfx_update(dt);
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pilots_update(dt);
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pilots_update(dt);
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}
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}
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/* @brief == Renders the game. =========================== */
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/**
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/* Blitting order. (layers) */
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* @brief Renders the game itself (player flying around etc.
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/* */
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*
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/* BG | Stars and planets. */
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* Blitting order. (layers)
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/* | Background player stuff (planet targetting) */
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*
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/* | Background particles. */
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* BG | Stars and planets.
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/* | Back layer weapons. */
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* | Background player stuff (planet targetting)
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/* X */
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* | Background particles.
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/* N | NPC ships. */
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* | Back layer weapons.
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/* | Front layer weapons. */
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* X
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/* | Normal layer particles (above ships). */
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* N | NPC ships.
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/* X */
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* | Front layer weapons.
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/* FG | Player. */
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* | Normal layer particles (above ships).
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/* | Foreground particles. */
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* X
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/* | Text and GUI. */
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* FG | Player.
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/* ======================================================== */
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* | Foreground particles.
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* | Text and GUI.
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*/
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static void render_all(void) {
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static void render_all(void) {
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/* Setup. */
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/* Setup. */
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spfx_start(dt);
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spfx_start(dt);
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@ -331,7 +367,9 @@ static void render_all(void) {
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static double fps = 0.;
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static double fps = 0.;
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static double fps_cur = 0.;
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static double fps_cur = 0.;
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/* @brief Displays FPS on the screen. */
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/**
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* @brief Displays FPS on the screen.
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*/
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static void display_fps(const double dt) {
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static void display_fps(const double dt) {
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double x, y;
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double x, y;
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fps_dt += dt;
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fps_dt += dt;
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@ -348,7 +386,9 @@ static void display_fps(const double dt) {
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gl_print(NULL, x, y, NULL, "%3.2f", fps);
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gl_print(NULL, x, y, NULL, "%3.2f", fps);
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}
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}
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/* @brief Set the data module's name. */
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/*
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* @brief Set the data module's name.
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*/
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static void data_name(void) {
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static void data_name(void) {
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uint32_t bufsize;
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uint32_t bufsize;
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char* buf;
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char* buf;
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@ -401,7 +441,9 @@ static void data_name(void) {
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xmlCleanupParser();
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xmlCleanupParser();
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}
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}
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/* @brief Set the window caption. */
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/*
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* @brief Set the window caption.
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*/
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static void window_caption(void) {
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static void window_caption(void) {
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char tmp[DATA_NAME_LEN+10];
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char tmp[DATA_NAME_LEN+10];
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