Fix frame update logic and emulator support
- Fix basic1.cpp loop to handle set_frame_updates(true) correctly with sleep - Update emulator loop for concurrent input and frame updates - Update emulator for SFML 3.0 compatibility - Add INPUT.FRAME_TICK constant to Lua bindings - Enable frame updates in snake.lua example
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@@ -8,7 +8,8 @@ extern Font font_5x5_obj;
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GameLauncher::GameLauncher(uint16_t width, uint16_t height, LowLevelRenderer* renderer, LowLevelGUI* gui, InputManager* input_manager)
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: width(width), height(height), renderer(renderer), gui(gui), input_manager(input_manager),
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selected_index(0), selected_game(nullptr) {}
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void GameLauncher::register_game(const char* name, const char* description, Game* (*factory)(uint16_t, uint16_t, LowLevelRenderer*, LowLevelGUI*, InputManager*)) {
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void GameLauncher::register_game(const char* name, const char* description,
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std::function<Game*(uint16_t, uint16_t, LowLevelRenderer*, LowLevelGUI*, InputManager*)> factory) {
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GameEntry entry;
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entry.name = name;
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entry.description = description;
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