migracio a SDL3
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@@ -1,8 +1,5 @@
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#include "title.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_timer.h> // for SDL_GetTicks
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#include <SDL2/SDL_video.h> // for SDL_WINDOW_FULLSCREEN, SDL_WINDOW_FULLS...
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#include <SDL3/SDL.h>
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#include <stdlib.h> // for rand
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#include <iostream> // for basic_ostream, operator<<, basic_ostrea...
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#include <string> // for basic_string, operator+, char_traits
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@@ -12,7 +9,7 @@
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#include "fade.h" // for Fade
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#include "game.h" // for Game
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#include "input.h" // for Input, INPUT_USE_GAMECONTROLLER, INPUT_...
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#include "jail_audio.h" // for JA_StopMusic, JA_GetMusicState, JA_Play...
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#include "jail_audio.hpp" // for JA_StopMusic, JA_GetMusicState, JA_Play...
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#include "lang.h" // for Lang, ba_BA, en_UK, es_ES
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#include "menu.h" // for Menu
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#include "screen.h" // for Screen, FILTER_LINEAL, FILTER_NEAREST
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@@ -231,6 +228,9 @@ void Title::init()
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// Actualiza las variables del objeto
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void Title::update()
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{
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// Actualiza el audio
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JA_Update();
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// Comprueba las entradas
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checkInput();
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@@ -562,7 +562,7 @@ void Title::render()
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screen->clean(bgColor);
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// Dibuja el tileado de fondo
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SDL_RenderCopy(renderer, background, &backgroundWindow, nullptr);
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{ SDL_FRect fSrc = {(float)backgroundWindow.x, (float)backgroundWindow.y, (float)backgroundWindow.w, (float)backgroundWindow.h}; SDL_RenderTexture(renderer, background, &fSrc, nullptr); };
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// Dibuja el degradado
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gradient->render();
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@@ -594,7 +594,7 @@ void Title::render()
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screen->clean(bgColor);
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// Dibuja el tileado de fondo
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SDL_RenderCopy(renderer, background, &backgroundWindow, nullptr);
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{ SDL_FRect fSrc = {(float)backgroundWindow.x, (float)backgroundWindow.y, (float)backgroundWindow.w, (float)backgroundWindow.h}; SDL_RenderTexture(renderer, background, &fSrc, nullptr); };
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// Dibuja el degradado
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gradient->render();
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@@ -628,7 +628,7 @@ void Title::render()
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screen->clean(bgColor);
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// Dibuja el tileado de fondo
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SDL_RenderCopy(renderer, background, &backgroundWindow, nullptr);
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{ SDL_FRect fSrc = {(float)backgroundWindow.x, (float)backgroundWindow.y, (float)backgroundWindow.w, (float)backgroundWindow.h}; SDL_RenderTexture(renderer, background, &fSrc, nullptr); };
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// Dibuja el degradado
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gradient->render();
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@@ -678,20 +678,20 @@ void Title::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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}
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else if (eventHandler->type == SDL_RENDER_DEVICE_RESET || eventHandler->type == SDL_RENDER_TARGETS_RESET)
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else if (eventHandler->type == SDL_EVENT_RENDER_DEVICE_RESET || eventHandler->type == SDL_EVENT_RENDER_TARGETS_RESET)
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{
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reLoadTextures();
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}
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if (section->subsection == SUBSECTION_TITLE_3)
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{ // Si se pulsa alguna tecla durante la tercera sección del titulo
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if ((eventHandler->type == SDL_KEYUP) || (eventHandler->type == SDL_JOYBUTTONUP))
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if ((eventHandler->type == SDL_EVENT_KEY_UP) || (eventHandler->type == SDL_EVENT_JOYSTICK_BUTTON_UP))
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{
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// Muestra el menu
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menuVisible = true;
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@@ -752,9 +752,6 @@ void Title::switchFullScreenModeVar()
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options->videoMode = SDL_WINDOW_FULLSCREEN;
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break;
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case SDL_WINDOW_FULLSCREEN:
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options->videoMode = SDL_WINDOW_FULLSCREEN_DESKTOP;
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break;
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case SDL_WINDOW_FULLSCREEN_DESKTOP:
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options->videoMode = 0;
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break;
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@@ -883,10 +880,6 @@ void Title::updateMenuLabels()
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menu.options->setItemCaption(i, lang->getText(5)); // FULLSCREEN
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break;
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case SDL_WINDOW_FULLSCREEN_DESKTOP:
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menu.options->setItemCaption(i, lang->getText(6)); // FAKE FULLSCREEN
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break;
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default:
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menu.options->setItemCaption(i, lang->getText(4)); // WINDOW
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break;
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