migracio a SDL3
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@@ -1,15 +1,12 @@
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#include "instructions.h"
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#include <SDL2/SDL_error.h> // for SDL_GetError
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#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
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#include <SDL2/SDL_rect.h> // for SDL_Rect
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#include <SDL2/SDL_timer.h> // for SDL_GetTicks
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#include <SDL3/SDL.h>
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#include <algorithm> // for max
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#include <iostream> // for char_traits, basic_ostream, operator<<
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#include <string> // for basic_string
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#include "asset.h" // for Asset
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#include "const.h" // for shdwTxtColor, GAMECANVAS_CENTER_X, GAME...
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#include "input.h" // for Input, REPEAT_FALSE, inputs_e
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#include "jail_audio.h" // for JA_StopMusic
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#include "jail_audio.hpp" // for JA_StopMusic
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#include "lang.h" // for Lang
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#include "screen.h" // for Screen
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#include "sprite.h" // for Sprite
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@@ -216,7 +213,8 @@ void Instructions::render()
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}
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// Copia el backbuffer al renderizador
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SDL_RenderCopy(renderer, backbuffer, nullptr, &window);
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SDL_FRect fWindow = {(float)window.x, (float)window.y, (float)window.w, (float)window.h};
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SDL_RenderTexture(renderer, backbuffer, nullptr, &fWindow);
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// Vuelca el contenido del renderizador en pantalla
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screen->blit();
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@@ -229,7 +227,7 @@ void Instructions::checkEvents()
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while (SDL_PollEvent(eventHandler) != 0)
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{
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// Evento de salida de la aplicación
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if (eventHandler->type == SDL_QUIT)
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if (eventHandler->type == SDL_EVENT_QUIT)
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{
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section->name = SECTION_PROG_QUIT;
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break;
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