Apply clang-tidy style fixes to audio and input code
Use explicit != 0U comparisons for bitmask checks, static_cast instead of C-style casts, <cstdint>/<cstdio> instead of the C headers, and puts() instead of iprintf() for plain strings.
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fca0c19207
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2 files changed
+24
-22
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@@ -4,7 +4,7 @@
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#include "soundbank_bin.h"
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#include "soundbank_bin.h"
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void audio_setup(AudioContext &audio) {
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void audio_setup(AudioContext &audio) {
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mmInitDefaultMem((mm_addr)soundbank_bin);
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mmInitDefaultMem((mm_addr)(soundbank_bin));
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mmLoad(MOD_0RIGIN);
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mmLoad(MOD_0RIGIN);
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@@ -17,7 +17,7 @@ void audio_setup(AudioContext &audio) {
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audio.sfx_pickup = {
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audio.sfx_pickup = {
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{ SFX_332629__TREASURESOUNDS__ITEM_PICKUP },
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{ SFX_332629__TREASURESOUNDS__ITEM_PICKUP },
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(int)(1.0f * (1 << 10)),
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static_cast<int>(1.0F * (1 << 10)),
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0,
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0,
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255,
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255,
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128,
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128,
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@@ -25,7 +25,7 @@ void audio_setup(AudioContext &audio) {
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audio.sfx_boom = {
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audio.sfx_boom = {
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{ SFX_BOOM },
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{ SFX_BOOM },
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(int)(1.0f * (1 << 10)),
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static_cast<int>(1.0F * (1 << 10)),
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1,
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1,
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255,
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255,
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128,
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128,
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@@ -33,7 +33,7 @@ void audio_setup(AudioContext &audio) {
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audio.sfx_pause = {
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audio.sfx_pause = {
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{ SFX_167127__CRISSTANZA__PAUSE },
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{ SFX_167127__CRISSTANZA__PAUSE },
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(int)(1.0f * (1 << 10)),
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static_cast<int>(1.0F * (1 << 10)),
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2,
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2,
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255,
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255,
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128,
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128,
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@@ -41,7 +41,7 @@ void audio_setup(AudioContext &audio) {
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audio.sfx_unpause = {
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audio.sfx_unpause = {
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{ SFX_167126__CRISSTANZA__UNPAUSE },
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{ SFX_167126__CRISSTANZA__UNPAUSE },
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(int)(1.0f * (1 << 10)),
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static_cast<int>(1.0F * (1 << 10)),
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3,
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3,
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255,
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255,
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128,
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128,
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@@ -49,7 +49,7 @@ void audio_setup(AudioContext &audio) {
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audio.sfx_plop = {
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audio.sfx_plop = {
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{ SFX_273792__PACOMAV__PLOP },
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{ SFX_273792__PACOMAV__PLOP },
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(int)(1.0f * (1 << 10)),
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static_cast<int>(1.0F * (1 << 10)),
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4,
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4,
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128,
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128,
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128,
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128,
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@@ -57,7 +57,7 @@ void audio_setup(AudioContext &audio) {
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audio.sfx_fail = {
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audio.sfx_fail = {
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{ SFX_73750__TIMBRE__REMIX_OF_BENBONCAN_SAD_TROMBONE_MORE_WAH_BRIGHT_DE_CLICKED },
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{ SFX_73750__TIMBRE__REMIX_OF_BENBONCAN_SAD_TROMBONE_MORE_WAH_BRIGHT_DE_CLICKED },
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(int)(1.0f * (1 << 10)),
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static_cast<int>(1.0F * (1 << 10)),
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4,
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4,
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255,
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255,
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128,
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128,
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+17
-15
@@ -1,22 +1,24 @@
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#include "game_input.h"
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#include "game_input.h"
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#include <bitset>
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#include <bitset>
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#include <stdio.h>
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#include <cstdint>
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#include <cstdio>
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bool handle_input_frame(InputContext &ctx) {
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bool handle_input_frame(InputContext &ctx) {
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scanKeys();
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scanKeys();
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const int keys = keysDown();
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const uint32_t keys = keysDown();
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if (keys && *ctx.internals) {
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if ((keys != 0U) && *ctx.internals) {
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consoleSelect(ctx.topScreen);
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consoleSelect(ctx.topScreen);
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iprintf("\x1b[6;0Hkeys = %s", std::bitset<16>(keys).to_string().c_str());
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std::string key_str = "\x1b[6;0Hkeys = " + std::bitset<16>(keys).to_string();
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puts(key_str.c_str());
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}
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}
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if ((keys & KEY_START) && (keys & KEY_L)) {
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if (((keys & KEY_START) != 0U) && ((keys & KEY_L) != 0U)) {
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return false;
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return false;
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}
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}
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if (keys & KEY_SELECT) {
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if ((keys != 0U) && ((keys & KEY_SELECT) != 0U)) {
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*ctx.internals = !(*ctx.internals);
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*ctx.internals = !(*ctx.internals);
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if (*ctx.internals) {
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if (*ctx.internals) {
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setBackdropColor(RGB15(0, 0, 7));
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setBackdropColor(RGB15(0, 0, 7));
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@@ -28,44 +30,44 @@ bool handle_input_frame(InputContext &ctx) {
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}
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}
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if (!ctx.state->paused && !ctx.state->gameOver) {
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if (!ctx.state->paused && !ctx.state->gameOver) {
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if (keys & KEY_UP) {
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if ((keys != 0U) && ((keys & KEY_UP) != 0U)) {
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ctx.state->snakeDirection = 0;
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ctx.state->snakeDirection = 0;
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draw_game(*ctx.state, *ctx.renderAssets);
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draw_game(*ctx.state, *ctx.renderAssets);
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}
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}
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if (keys & KEY_RIGHT) {
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if ((keys != 0U) && ((keys & KEY_RIGHT) != 0U)) {
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ctx.state->snakeDirection = 1;
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ctx.state->snakeDirection = 1;
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draw_game(*ctx.state, *ctx.renderAssets);
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draw_game(*ctx.state, *ctx.renderAssets);
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}
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}
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if (keys & KEY_DOWN) {
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if ((keys != 0U) && ((keys & KEY_DOWN) != 0U)) {
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ctx.state->snakeDirection = 2;
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ctx.state->snakeDirection = 2;
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draw_game(*ctx.state, *ctx.renderAssets);
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draw_game(*ctx.state, *ctx.renderAssets);
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}
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}
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if (keys & KEY_LEFT) {
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if ((keys != 0U) && ((keys & KEY_LEFT) != 0U)) {
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ctx.state->snakeDirection = 3;
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ctx.state->snakeDirection = 3;
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draw_game(*ctx.state, *ctx.renderAssets);
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draw_game(*ctx.state, *ctx.renderAssets);
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}
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}
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}
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}
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if (ctx.state->paused) {
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if (ctx.state->paused) {
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if (keys & KEY_X) {
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if ((keys != 0U) && ((keys & KEY_X) != 0U)) {
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audio_toggle_music(*ctx.audio);
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audio_toggle_music(*ctx.audio);
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}
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}
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if (keys & KEY_Y) {
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if ((keys != 0U) && ((keys & KEY_Y) != 0U)) {
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ctx.state->hardMode = !ctx.state->hardMode;
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ctx.state->hardMode = !ctx.state->hardMode;
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ctx.init_game();
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ctx.init_game();
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draw_game(*ctx.state, *ctx.renderAssets);
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draw_game(*ctx.state, *ctx.renderAssets);
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}
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}
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}
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}
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if (keys & KEY_R) {
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if ((keys != 0U) && ((keys & KEY_R) != 0U)) {
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lcdSwap();
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lcdSwap();
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}
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}
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if (keys & KEY_START) {
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if ((keys != 0U) && ((keys & KEY_START) != 0U)) {
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if (!ctx.state->gameOver) {
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if (!ctx.state->gameOver) {
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ctx.state->paused = !ctx.state->paused;
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ctx.state->paused = !ctx.state->paused;
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@@ -73,7 +75,7 @@ bool handle_input_frame(InputContext &ctx) {
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consoleSelect(ctx.topScreen);
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consoleSelect(ctx.topScreen);
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audio_play_pause(*ctx.audio);
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audio_play_pause(*ctx.audio);
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audio_pause_music_if_enabled(*ctx.audio);
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audio_pause_music_if_enabled(*ctx.audio);
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iprintf("\x1b[11;12HPaused");
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puts("\x1b[11;12HPaused");
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} else {
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} else {
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audio_resume_music_if_enabled(*ctx.audio);
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audio_resume_music_if_enabled(*ctx.audio);
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audio_play_unpause(*ctx.audio);
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audio_play_unpause(*ctx.audio);
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