Treballant en la conversió a SDL3

This commit is contained in:
2024-11-06 13:49:44 +01:00
parent b31a578731
commit 22619cf207
29 changed files with 97 additions and 88 deletions

View File

@@ -1,5 +1,5 @@
#pragma once #pragma once
#include <SDL2/SDL.h> #include <SDL3/SDL.h>
#include "misc.h" #include "misc.h"
#include "jdraw.h" #include "jdraw.h"
#include <vector> #include <vector>

View File

@@ -1,6 +1,6 @@
#include "config.h" #include "config.h"
#include "jfile.h" #include "jfile.h"
#include <SDL2/SDL.h> #include <SDL3/SDL.h>
namespace config namespace config
{ {

View File

@@ -1,5 +1,5 @@
#include "console.h" #include "console.h"
#include <SDL2/SDL.h> #include <SDL3/SDL.h>
#include "jdraw.h" #include "jdraw.h"
#include "jinput.h" #include "jinput.h"
#include "room.h" #include "room.h"

View File

@@ -1,7 +1,7 @@
#ifndef JA_USESDLMIXER #ifndef JA_USESDLMIXER
#include "jail_audio.h" #include "jail_audio.h"
#include "stb_vorbis.c" #include "stb_vorbis.c"
#include <SDL2/SDL.h> #include <SDL3/SDL.h>
#include <stdio.h> #include <stdio.h>
#define JA_MAX_SIMULTANEOUS_CHANNELS 5 #define JA_MAX_SIMULTANEOUS_CHANNELS 5
@@ -30,23 +30,25 @@ JA_Music_t *current_music{NULL};
JA_Channel_t channels[JA_MAX_SIMULTANEOUS_CHANNELS]; JA_Channel_t channels[JA_MAX_SIMULTANEOUS_CHANNELS];
int JA_freq {48000}; int JA_freq {48000};
SDL_AudioFormat JA_format {AUDIO_S16}; SDL_AudioFormat JA_format {SDL_AUDIO_S16LE};
Uint8 JA_channels {2}; Uint8 JA_channels {2};
int JA_musicVolume = 128; int JA_musicVolume = 128;
int JA_soundVolume = 64; int JA_soundVolume = 64;
bool JA_musicEnabled = true; bool JA_musicEnabled = true;
bool JA_soundEnabled = true; bool JA_soundEnabled = true;
SDL_AudioDeviceID sdlAudioDevice = 0; SDL_AudioStream *sdlAudioStream = nullptr;
void audioCallback(void * userdata, uint8_t * stream, int len) { void audioCallback(void * userdata, SDL_AudioStream* stream, int additional_amount, int total_amount) {
int len = total_amount;
SDL_memset(stream, 0, len); SDL_memset(stream, 0, len);
if (current_music != NULL && current_music->state == JA_MUSIC_PLAYING) { if (current_music != NULL && current_music->state == JA_MUSIC_PLAYING) {
const int size = SDL_min(len, current_music->samples*2-current_music->pos); const int size = SDL_min(len, current_music->samples*2-current_music->pos);
SDL_MixAudioFormat(stream, (Uint8*)(current_music->output+current_music->pos), AUDIO_S16, size, JA_musicVolume); SDL_PutAudioStreamData(sdlAudioStream, (Uint8*)(current_music->output+current_music->pos), size);
SDL_MixAudio(stream, (Uint8*)(current_music->output+current_music->pos), SDL_AUDIO_S16LE, size, JA_musicVolume);
current_music->pos += size/2; current_music->pos += size/2;
if (size < len) { if (size < len) {
if (current_music->times != 0) { if (current_music->times != 0) {
SDL_MixAudioFormat(stream+size, (Uint8*)current_music->output, AUDIO_S16, len-size, JA_musicVolume); SDL_MixAudio(stream+size, (Uint8*)current_music->output, SDL_AUDIO_S16LE, len-size, JA_musicVolume);
current_music->pos = (len-size)/2; current_music->pos = (len-size)/2;
if (current_music->times > 0) current_music->times--; if (current_music->times > 0) current_music->times--;
} else { } else {
@@ -59,11 +61,11 @@ void audioCallback(void * userdata, uint8_t * stream, int len) {
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) { for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
if (channels[i].state == JA_CHANNEL_PLAYING) { if (channels[i].state == JA_CHANNEL_PLAYING) {
const int size = SDL_min(len, channels[i].sound->length - channels[i].pos); const int size = SDL_min(len, channels[i].sound->length - channels[i].pos);
SDL_MixAudioFormat(stream, channels[i].sound->buffer + channels[i].pos, AUDIO_S16, size, JA_soundVolume); SDL_MixAudio(stream, channels[i].sound->buffer + channels[i].pos, SDL_AUDIO_S16LE, size, JA_soundVolume);
channels[i].pos += size; channels[i].pos += size;
if (size < len) { if (size < len) {
if (channels[i].times != 0) { if (channels[i].times != 0) {
SDL_MixAudioFormat(stream + size, channels[i].sound->buffer, AUDIO_S16, len-size, JA_soundVolume); SDL_MixAudio(stream + size, channels[i].sound->buffer, SDL_AUDIO_S16LE, len-size, JA_soundVolume);
channels[i].pos = len-size; channels[i].pos = len-size;
if (channels[i].times > 0) channels[i].times--; if (channels[i].times > 0) channels[i].times--;
} else { } else {
@@ -78,16 +80,16 @@ void JA_Init(const int freq, const SDL_AudioFormat format, const int channels) {
JA_freq = freq; JA_freq = freq;
JA_format = format; JA_format = format;
JA_channels = channels; JA_channels = channels;
SDL_AudioSpec audioSpec{JA_freq, JA_format, JA_channels, 0, 1024, 0, 0, audioCallback, NULL}; SDL_AudioSpec audioSpec{JA_format, JA_channels, JA_freq}; //, 0, 1024, 0, 0, audioCallback, NULL};
if (sdlAudioDevice != 0) SDL_CloseAudioDevice(sdlAudioDevice); if (sdlAudioStream) SDL_DestroyAudioStream(sdlAudioStream);
sdlAudioDevice = SDL_OpenAudioDevice(NULL, 0, &audioSpec, NULL, 0); sdlAudioStream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &audioSpec, audioCallback, NULL);
SDL_PauseAudioDevice(sdlAudioDevice, 0); SDL_PauseAudioStreamDevice(sdlAudioStream);
} }
void JA_Quit() { void JA_Quit() {
SDL_PauseAudioDevice(sdlAudioDevice, 1); SDL_ResumeAudioStreamDevice(sdlAudioStream);
if (sdlAudioDevice != 0) SDL_CloseAudioDevice(sdlAudioDevice); if (sdlAudioStream) SDL_DestroyAudioStream(sdlAudioStream);
sdlAudioDevice = 0; sdlAudioStream = nullptr;
} }
JA_Music_t *JA_LoadMusic(Uint8* buffer, Uint32 length) JA_Music_t *JA_LoadMusic(Uint8* buffer, Uint32 length)
@@ -212,7 +214,7 @@ JA_Sound_t *JA_NewSound(Uint8* buffer, Uint32 length) {
JA_Sound_t *JA_LoadSound(uint8_t* buffer, uint32_t size) { JA_Sound_t *JA_LoadSound(uint8_t* buffer, uint32_t size) {
JA_Sound_t *sound = new JA_Sound_t(); JA_Sound_t *sound = new JA_Sound_t();
SDL_AudioSpec wavSpec; SDL_AudioSpec wavSpec;
SDL_LoadWAV_RW(SDL_RWFromMem(buffer, size),1, &wavSpec, &sound->buffer, &sound->length); SDL_LoadWAV_IO(SDL_IOFromMem(buffer, size),1, &wavSpec, &sound->buffer, &sound->length);
SDL_AudioCVT cvt; SDL_AudioCVT cvt;
SDL_BuildAudioCVT(&cvt, wavSpec.format, wavSpec.channels, wavSpec.freq, JA_format, JA_channels, JA_freq); SDL_BuildAudioCVT(&cvt, wavSpec.format, wavSpec.channels, wavSpec.freq, JA_format, JA_channels, JA_freq);

View File

@@ -1,5 +1,5 @@
#pragma once #pragma once
#include <SDL2/SDL.h> #include <SDL3/SDL.h>
enum JA_Channel_state { JA_CHANNEL_INVALID, JA_CHANNEL_FREE, JA_CHANNEL_PLAYING, JA_CHANNEL_PAUSED, JA_SOUND_DISABLED }; enum JA_Channel_state { JA_CHANNEL_INVALID, JA_CHANNEL_FREE, JA_CHANNEL_PLAYING, JA_CHANNEL_PAUSED, JA_SOUND_DISABLED };
enum JA_Music_state { JA_MUSIC_INVALID, JA_MUSIC_PLAYING, JA_MUSIC_PAUSED, JA_MUSIC_STOPPED, JA_MUSIC_DISABLED }; enum JA_Music_state { JA_MUSIC_INVALID, JA_MUSIC_PLAYING, JA_MUSIC_PAUSED, JA_MUSIC_STOPPED, JA_MUSIC_DISABLED };

View File

@@ -1,6 +1,6 @@
#include "jaudio.h" #include "jaudio.h"
#include "jail_audio.h" #include "jail_audio.h"
#include <SDL2/SDL.h> #include <SDL3/SDL.h>
#include <stdio.h> #include <stdio.h>
#include "jfile.h" #include "jfile.h"
#include <vector> #include <vector>
@@ -22,7 +22,7 @@ namespace audio
// Inicialitza el sistema de só // Inicialitza el sistema de só
void init() void init()
{ {
JA_Init(48000, AUDIO_S16, 2); JA_Init(48000, SDL_AUDIO_S16LE, 2);
//Mix_Init(MIX_INIT_OGG);// | MIX_INIT_WAVPACK); //Mix_Init(MIX_INIT_OGG);// | MIX_INIT_WAVPACK);
//Mix_OpenAudio(48000, AUDIO_S16, 2, 512); //Mix_OpenAudio(48000, AUDIO_S16, 2, 512);
} }

View File

@@ -1,5 +1,5 @@
#include "jdraw.h" #include "jdraw.h"
#include <SDL2/SDL.h> #include <SDL3/SDL.h>
#include "gif.c" #include "gif.c"
#include "jfile.h" #include "jfile.h"
#include <vector> #include <vector>
@@ -15,7 +15,7 @@ namespace draw
SDL_Renderer *sdl_renderer = nullptr; // El renderer de SDL SDL_Renderer *sdl_renderer = nullptr; // El renderer de SDL
SDL_Texture *sdl_texture = nullptr; // La textura de SDL a la que pintarem la nostra superficie "screen" i que despres volcarem a pantalla SDL_Texture *sdl_texture = nullptr; // La textura de SDL a la que pintarem la nostra superficie "screen" i que despres volcarem a pantalla
SDL_Rect dest_rect = {0, 0, 320, 240}; SDL_FRect dest_rect = {0, 0, 320, 240};
static int fullscreen_scale = 1; static int fullscreen_scale = 1;
static int screen_zoom = 1; static int screen_zoom = 1;
@@ -89,23 +89,22 @@ namespace draw
// [TODO] Incloure gestió de pantalla completa // [TODO] Incloure gestió de pantalla completa
// Inicialització de les estructures de SDL // Inicialització de les estructures de SDL
sdl_window = SDL_CreateWindow(screen_title.c_str(), SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, screen_width * screen_zoom, screen_height * screen_zoom, screen_fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : SDL_WINDOW_SHOWN); sdl_window = SDL_CreateWindow(screen_title.c_str(), screen_width * screen_zoom, screen_height * screen_zoom, screen_fullscreen ? SDL_WINDOW_FULLSCREEN : 0);
sdl_renderer = SDL_CreateRenderer(sdl_window, -1, 0); sdl_renderer = SDL_CreateRenderer(sdl_window, nullptr);
sdl_texture = SDL_CreateTexture(sdl_renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, screen_width, screen_height); sdl_texture = SDL_CreateTexture(sdl_renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, screen_width, screen_height);
SDL_RendererInfo info; char *driver_name;
const int num_render_drivers = SDL_GetNumRenderDrivers(); const int num_render_drivers = SDL_GetNumRenderDrivers();
printf("Available renderers:\n"); printf("Available renderers:\n");
for (int i=0; i<num_render_drivers; ++i) for (int i=0; i<num_render_drivers; ++i)
{ {
SDL_GetRenderDriverInfo(i, &info); SDL_GetRenderDriver(i);
printf(" - %i: %s\n", i, info.name); printf(" - %i: %s\n", i, driver_name);
} }
SDL_GetRendererInfo(sdl_renderer, &info); printf("\nRenderer: %s\n", SDL_GetRendererName(sdl_renderer));
printf("\nRenderer: %s\n", info.name);
SDL_ShowCursor(false); SDL_HideCursor();
if (screen_fullscreen) if (screen_fullscreen)
{ {
@@ -183,11 +182,11 @@ namespace draw
SDL_DestroyWindow(sdl_window); SDL_DestroyWindow(sdl_window);
const int zoom = screen_fullscreen ? 1 : screen_zoom; const int zoom = screen_fullscreen ? 1 : screen_zoom;
sdl_window = SDL_CreateWindow(screen_title.c_str(), SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, screen_width * zoom, screen_height * zoom, screen_fullscreen?SDL_WINDOW_FULLSCREEN_DESKTOP:SDL_WINDOW_SHOWN); sdl_window = SDL_CreateWindow(screen_title.c_str(), screen_width * zoom, screen_height * zoom, screen_fullscreen?SDL_WINDOW_FULLSCREEN:0);
sdl_renderer = SDL_CreateRenderer(sdl_window, -1, 0); sdl_renderer = SDL_CreateRenderer(sdl_window, nullptr);
sdl_texture = SDL_CreateTexture(sdl_renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, screen_width, screen_height); sdl_texture = SDL_CreateTexture(sdl_renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, screen_width, screen_height);
SDL_ShowCursor(false); SDL_HideCursor();
if (screen_fullscreen) if (screen_fullscreen)
{ {
@@ -213,12 +212,10 @@ namespace draw
void setZoom(const int value) void setZoom(const int value)
{ {
if (value < 1) return; if (value < 1) return;
const SDL_DisplayMode *dm = SDL_GetCurrentDisplayMode(SDL_GetDisplayForWindow(sdl_window));
SDL_DisplayMode dm; if (screen_width*value > dm->w) return;
SDL_GetCurrentDisplayMode(0, &dm); if (screen_height*value > dm->h) return;
if (screen_width*value > dm.w) return;
if (screen_height*value > dm.h) return;
screen_zoom = value; screen_zoom = value;
reinit(); reinit();
@@ -707,7 +704,7 @@ namespace draw
} }
// Pintem la textura a pantalla // Pintem la textura a pantalla
SDL_RenderCopy(sdl_renderer, sdl_texture, NULL, &dest_rect); SDL_RenderTexture(sdl_renderer, sdl_texture, NULL, &dest_rect);
if (screen_mode & SCREEN_MODE_SCANLINES) if (screen_mode & SCREEN_MODE_SCANLINES)
{ {
@@ -718,14 +715,14 @@ namespace draw
for (int y=0; y<screen_height; ++y) for (int y=0; y<screen_height; ++y)
{ {
SDL_SetRenderDrawColor(sdl_renderer, 0, 0, 0, 192); SDL_SetRenderDrawColor(sdl_renderer, 0, 0, 0, 192);
SDL_RenderDrawLine(sdl_renderer, dest_rect.x, dest_rect.y + y*zoom, dest_rect.x + dest_rect.w, dest_rect.y + y*zoom); SDL_RenderLine(sdl_renderer, dest_rect.x, dest_rect.y + y*zoom, dest_rect.x + dest_rect.w, dest_rect.y + y*zoom);
SDL_SetRenderDrawColor(sdl_renderer, 0, 0, 0, 96); SDL_SetRenderDrawColor(sdl_renderer, 0, 0, 0, 96);
if (zoom>3) SDL_RenderDrawLine(sdl_renderer, dest_rect.x, 1+dest_rect.y + y*zoom, dest_rect.x + dest_rect.w, 1+dest_rect.y + y*zoom); if (zoom>3) SDL_RenderLine(sdl_renderer, dest_rect.x, 1+dest_rect.y + y*zoom, dest_rect.x + dest_rect.w, 1+dest_rect.y + y*zoom);
} }
SDL_SetRenderDrawColor(sdl_renderer, 0, 0, 0, 16); SDL_SetRenderDrawColor(sdl_renderer, 0, 0, 0, 16);
for (int x=0; x<screen_width; ++x) for (int x=0; x<screen_width; ++x)
{ {
SDL_RenderDrawLine(sdl_renderer, dest_rect.x + x*zoom, dest_rect.y, dest_rect.x + x*zoom, dest_rect.y + dest_rect.h); SDL_RenderLine(sdl_renderer, dest_rect.x + x*zoom, dest_rect.y, dest_rect.x + x*zoom, dest_rect.y + dest_rect.h);
} }
} }
} }

View File

@@ -2,7 +2,7 @@
#include "jdraw.h" #include "jdraw.h"
#include "jinput.h" #include "jinput.h"
#include "jaudio.h" #include "jaudio.h"
#include <SDL2/SDL.h> #include <SDL3/SDL.h>
namespace game namespace game
{ {
@@ -34,7 +34,7 @@ int main(int argc, char *argv[])
game::param_count = argc; game::param_count = argc;
game::params = argv; game::params = argv;
SDL_Init(SDL_INIT_EVERYTHING); SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_GAMEPAD);
input::init(); input::init();
audio::init(); audio::init();
@@ -47,26 +47,26 @@ int main(int argc, char *argv[])
{ {
while(SDL_PollEvent(&e)) while(SDL_PollEvent(&e))
{ {
if (e.type==SDL_QUIT) { game::should_exit = true; break; } if (e.type==SDL_EVENT_QUIT) { game::should_exit = true; break; }
if (e.type==SDL_KEYDOWN) if (e.type==SDL_EVENT_KEY_DOWN)
{ {
input::updateKey(e.key.keysym.scancode); input::updateKey(e.key.scancode);
} }
if (e.type==SDL_KEYUP) if (e.type==SDL_EVENT_KEY_UP)
{ {
input::updateKeypressed(e.key.keysym.scancode); input::updateKeypressed(e.key.scancode);
} }
if (e.type==SDL_MOUSEBUTTONUP) if (e.type==SDL_EVENT_MOUSE_BUTTON_UP)
{ {
input::updateClk(e.button.button); input::updateClk(e.button.button);
} }
if (e.type==SDL_MOUSEWHEEL) if (e.type==SDL_EVENT_MOUSE_WHEEL)
{ {
input::updateWheel(e.wheel.y); input::updateWheel(e.wheel.y);
} }
if (e.type==SDL_CONTROLLERBUTTONDOWN) { if (e.type==SDL_EVENT_GAMEPAD_BUTTON_DOWN) {
input::updatePadBtn(e.cbutton.button); input::updatePadBtn(e.gbutton.button);
input::updatePadBtnPressed(e.cbutton.button); input::updatePadBtnPressed(e.gbutton.button);
} }
} }
@@ -78,8 +78,8 @@ int main(int argc, char *argv[])
input::updateKeypressed(SDL_SCANCODE_UNKNOWN); input::updateKeypressed(SDL_SCANCODE_UNKNOWN);
input::updateClk(0); input::updateClk(0);
input::updateWheel(0); input::updateWheel(0);
input::updatePadBtn(SDL_CONTROLLER_BUTTON_INVALID); input::updatePadBtn(SDL_GAMEPAD_BUTTON_INVALID);
input::updatePadBtnPressed(SDL_CONTROLLER_BUTTON_INVALID); input::updatePadBtnPressed(SDL_GAMEPAD_BUTTON_INVALID);
} }
} }

View File

@@ -1,16 +1,16 @@
#include "jinput.h" #include "jinput.h"
#include <SDL2/SDL.h> #include <SDL3/SDL.h>
#include "jdraw.h" #include "jdraw.h"
#include "jfile.h" #include "jfile.h"
namespace input namespace input
{ {
static const uint8_t *keys = nullptr; static const bool *keys = nullptr;
static uint8_t keypressed = 0; static uint8_t keypressed = 0;
static uint8_t keydown = 0; static uint8_t keydown = 0;
static uint8_t btnClicked = 0; static uint8_t btnClicked = 0;
static int wheel = 0; static int wheel = 0;
static SDL_GameController *gamepad = NULL; static SDL_Gamepad *gamepad = NULL;
static int8_t pad_btn_pressed = SDL_CONTROLLER_BUTTON_INVALID; static int8_t pad_btn_pressed = SDL_CONTROLLER_BUTTON_INVALID;
static int8_t pad_btn_down = SDL_CONTROLLER_BUTTON_INVALID; static int8_t pad_btn_down = SDL_CONTROLLER_BUTTON_INVALID;
@@ -18,14 +18,23 @@ namespace input
{ {
int size; int size;
char *buffer = file::getFileBuffer("gamecontrollerdb.txt", size); char *buffer = file::getFileBuffer("gamecontrollerdb.txt", size);
if (SDL_GameControllerAddMappingsFromRW(SDL_RWFromMem(buffer, size), 1) < 0) printf("No s'ha pogut carregar el gamecontrollersdb.txt\n"); if (SDL_AddGamepadMappingsFromIO(SDL_IOFromMem(buffer, size), 1) < 0) printf("No s'ha pogut carregar el gamecontrollersdb.txt\n");
free(buffer); free(buffer);
int num_gamepads;
SDL_JoystickID *gamepads = SDL_GetGamepads(&num_gamepads);
if (num_gamepads>0)
{
gamepad = SDL_OpenGamepad(gamepads[0]);
SDL_SetGamepadEventsEnabled(true);
SDL_free(gamepads);
}
/*
const int num_joysticks = SDL_NumJoysticks(); const int num_joysticks = SDL_NumJoysticks();
if (num_joysticks>=1) { if (num_joysticks>=1) {
for (int i=0; i<num_joysticks; ++i) { for (int i=0; i<num_joysticks; ++i) {
if (SDL_IsGameController(i)) { if (SDL_IsGameController(i)) {
gamepad = SDL_GameControllerOpen(i); gamepad = SDL_OpenGamepad() GameControllerOpen(i);
if (SDL_GameControllerGetAttached(gamepad) == SDL_TRUE) { if (SDL_GameControllerGetAttached(gamepad) == SDL_TRUE) {
SDL_GameControllerEventState(SDL_ENABLE); SDL_GameControllerEventState(SDL_ENABLE);
return; return;
@@ -33,6 +42,7 @@ namespace input
} }
} }
} }
*/
} }
void init() void init()
@@ -76,7 +86,7 @@ namespace input
bool padBtnDown(const int8_t btn) bool padBtnDown(const int8_t btn)
{ {
if (!gamepad) return false; if (!gamepad) return false;
return SDL_GameControllerGetButton(gamepad, SDL_GameControllerButton(btn)) == 1; return SDL_GetGamepadButton(gamepad, SDL_GamepadButton(btn)) == 1;
} }
// Determina si el botó del pad especificat ha sigut polsat, pero no tornarà a ser true fins // Determina si el botó del pad especificat ha sigut polsat, pero no tornarà a ser true fins
@@ -144,7 +154,7 @@ namespace input
// Torna la posició X actual del ratolí // Torna la posició X actual del ratolí
const int mouseX() const int mouseX()
{ {
int x; float x;
SDL_GetMouseState(&x, NULL); SDL_GetMouseState(&x, NULL);
return x/draw::getZoom(); return x/draw::getZoom();
} }
@@ -152,7 +162,7 @@ namespace input
// Torna la posició Y actual del ratolí // Torna la posició Y actual del ratolí
const int mouseY() const int mouseY()
{ {
int y; float y;
SDL_GetMouseState(NULL, &y); SDL_GetMouseState(NULL, &y);
return y/draw::getZoom(); return y/draw::getZoom();
} }
@@ -160,7 +170,7 @@ namespace input
// Determina si el botó del ratolí especificat està sent polsada ara mateix // Determina si el botó del ratolí especificat està sent polsada ara mateix
const bool mouseBtn(const int btn) const bool mouseBtn(const int btn)
{ {
return (SDL_GetMouseState(NULL, NULL) & SDL_BUTTON(btn)); return (SDL_GetMouseState(NULL, NULL) & SDL_BUTTON_MASK(btn));
} }
// Determina si el botó especificat ha sigut polsat, pero no tornarà a ser true fins // Determina si el botó especificat ha sigut polsat, pero no tornarà a ser true fins

View File

@@ -2,7 +2,7 @@
#include "jdraw.h" #include "jdraw.h"
#include "jinput.h" #include "jinput.h"
#include <string.h> #include <string.h>
#include <SDL2/SDL.h> #include <SDL3/SDL.h>
namespace ui namespace ui
{ {

View File

@@ -1,7 +1,7 @@
#include "jutil.h" #include "jutil.h"
#include <string.h> #include <string.h>
#include <ctype.h> #include <ctype.h>
#include <SDL2/SDL.h> #include <SDL3/SDL.h>
namespace util namespace util
{ {
int stringToInt(const char *value, std::vector<const char*> strings, std::vector<int> values) int stringToInt(const char *value, std::vector<const char*> strings, std::vector<int> values)

View File

@@ -6,7 +6,7 @@
#include "actor.h" #include "actor.h"
#include "room.h" #include "room.h"
#include "config.h" #include "config.h"
#include <SDL2/SDL.h> #include <SDL3/SDL.h>
namespace modules namespace modules
{ {

View File

@@ -1,7 +1,7 @@
#include "m_editor_bitmap.h" #include "m_editor_bitmap.h"
#include "jdraw.h" #include "jdraw.h"
#include "jinput.h" #include "jinput.h"
#include <SDL2/SDL.h> #include <SDL3/SDL.h>
#include "room.h" #include "room.h"
#include "actor.h" #include "actor.h"
#include "m_game.h" #include "m_game.h"

View File

@@ -2,7 +2,7 @@
#include "jdraw.h" #include "jdraw.h"
#include "jinput.h" #include "jinput.h"
#include "jfile.h" #include "jfile.h"
#include <SDL2/SDL.h> #include <SDL3/SDL.h>
#include "room.h" #include "room.h"
#include "actor.h" #include "actor.h"
#include "m_game.h" #include "m_game.h"

View File

@@ -1,7 +1,7 @@
#include "m_editor_colors.h" #include "m_editor_colors.h"
#include "jdraw.h" #include "jdraw.h"
#include "jinput.h" #include "jinput.h"
#include <SDL2/SDL.h> #include <SDL3/SDL.h>
#include "room.h" #include "room.h"
namespace modules namespace modules

View File

@@ -2,7 +2,7 @@
#include "jdraw.h" #include "jdraw.h"
#include "jinput.h" #include "jinput.h"
#include "misc.h" #include "misc.h"
#include <SDL2/SDL.h> #include <SDL3/SDL.h>
#include "room.h" #include "room.h"
#include "actor.h" #include "actor.h"

View File

@@ -2,7 +2,7 @@
#include "jdraw.h" #include "jdraw.h"
#include "jinput.h" #include "jinput.h"
#include "misc.h" #include "misc.h"
#include <SDL2/SDL.h> #include <SDL3/SDL.h>
#include "actor.h" #include "actor.h"
#include <vector> #include <vector>
#include "room.h" #include "room.h"

View File

@@ -5,7 +5,7 @@
#include "jaudio.h" #include "jaudio.h"
#include "controller.h" #include "controller.h"
#include "config.h" #include "config.h"
#include <SDL2/SDL.h> #include <SDL3/SDL.h>
#include "actor.h" #include "actor.h"
namespace modules namespace modules

View File

@@ -5,7 +5,7 @@
#include "jaudio.h" #include "jaudio.h"
#include "controller.h" #include "controller.h"
#include "config.h" #include "config.h"
#include <SDL2/SDL.h> #include <SDL3/SDL.h>
#include "actor.h" #include "actor.h"
namespace modules namespace modules

View File

@@ -6,7 +6,7 @@
#include "actor.h" #include "actor.h"
#include "room.h" #include "room.h"
#include "config.h" #include "config.h"
#include <SDL2/SDL.h> #include <SDL3/SDL.h>
namespace modules namespace modules
{ {

View File

@@ -7,7 +7,7 @@
#include "actor.h" #include "actor.h"
#include "room.h" #include "room.h"
#include "config.h" #include "config.h"
#include <SDL2/SDL.h> #include <SDL3/SDL.h>
namespace modules namespace modules
{ {

View File

@@ -4,7 +4,7 @@
#include "jaudio.h" #include "jaudio.h"
#include "controller.h" #include "controller.h"
#include "config.h" #include "config.h"
#include <SDL2/SDL.h> #include <SDL3/SDL.h>
#include "actor.h" #include "actor.h"
namespace modules namespace modules

View File

@@ -4,7 +4,7 @@
#include "controller.h" #include "controller.h"
#include "jaudio.h" #include "jaudio.h"
#include "config.h" #include "config.h"
#include <SDL2/SDL.h> #include <SDL3/SDL.h>
namespace modules namespace modules
{ {

View File

@@ -4,7 +4,7 @@
#include "controller.h" #include "controller.h"
#include "jdraw.h" #include "jdraw.h"
#include "config.h" #include "config.h"
#include <SDL2/SDL.h> #include <SDL3/SDL.h>
#include "jaudio.h" #include "jaudio.h"
#include "actor.h" #include "actor.h"
namespace modules namespace modules

View File

@@ -4,7 +4,7 @@
#include "controller.h" #include "controller.h"
#include "jdraw.h" #include "jdraw.h"
#include "jaudio.h" #include "jaudio.h"
#include <SDL2/SDL.h> #include <SDL3/SDL.h>
#include "config.h" #include "config.h"
namespace modules namespace modules

View File

@@ -4,7 +4,7 @@
#include "jaudio.h" #include "jaudio.h"
#include "controller.h" #include "controller.h"
#include "config.h" #include "config.h"
#include <SDL2/SDL.h> #include <SDL3/SDL.h>
namespace modules namespace modules
{ {

View File

@@ -4,7 +4,7 @@
#include "jaudio.h" #include "jaudio.h"
#include "controller.h" #include "controller.h"
#include "config.h" #include "config.h"
#include <SDL2/SDL.h> #include <SDL3/SDL.h>
namespace modules namespace modules
{ {

View File

@@ -4,7 +4,7 @@
#include "jaudio.h" #include "jaudio.h"
#include "controller.h" #include "controller.h"
#include "config.h" #include "config.h"
#include <SDL2/SDL.h> #include <SDL3/SDL.h>
#include "actor.h" #include "actor.h"
namespace modules namespace modules

View File

@@ -7,7 +7,7 @@
#include "console.h" #include "console.h"
#include <string.h> #include <string.h>
#include "config.h" #include "config.h"
#include <SDL2/SDL.h> #include <SDL3/SDL.h>
#include "actor.h" #include "actor.h"
#include "room.h" #include "room.h"
@@ -106,7 +106,7 @@ void game::init()
if (editor::isDevMode()) { if (editor::isDevMode()) {
draw::init("The Pool", 520, 240, zoom); draw::init("The Pool", 520, 240, zoom);
SDL_ShowCursor(true); SDL_ShowCursor();
} else { } else {
loadConfig(); loadConfig();
draw::init("The Pool", 320, 240, zoom, fullscreen); draw::init("The Pool", 320, 240, zoom, fullscreen);