acabat amb SDL_Log
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@@ -4,7 +4,7 @@
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#include <SDL3/SDL_error.h> // Para SDL_GetError
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#include <SDL3/SDL_gamepad.h> // Para SDL_GamepadButton
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#include <SDL3/SDL_init.h> // Para SDL_Init, SDL_Quit, SDL_INIT_AUDIO
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#include <SDL3/SDL_log.h> // Para SDL_Log, SDL_LogCategory, SDL_LogE...
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#include <SDL3/SDL.h> // Para SDL_Log, SDL_LogCategory, SDL_LogE...
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#include <SDL3/SDL_scancode.h> // Para SDL_Scancode
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#include <errno.h> // Para errno, EEXIST, EACCES, ENAMETOOLONG
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#include <stdio.h> // Para printf, perror
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@@ -56,7 +56,11 @@ Director::Director(int argc, const char *argv[])
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section::attract_mode = section::AttractMode::TITLE_TO_DEMO;
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#endif
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SDL_Log("Game start");
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// Establece el nivel de prioridad de la categoría de registro
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SDL_SetLogPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
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SDL_SetLogPriority(SDL_LOG_CATEGORY_TEST, SDL_LOG_PRIORITY_ERROR);
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Game start");
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// Inicia la semilla aleatoria usando el tiempo actual en segundos
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std::srand(static_cast<unsigned int>(std::time(nullptr)));
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@@ -74,7 +78,7 @@ Director::Director(int argc, const char *argv[])
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Director::~Director()
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{
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close();
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SDL_Log("\nBye!");
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\nBye!");
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}
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// Inicializa todo
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@@ -258,6 +262,8 @@ void Director::initJailAudio()
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}
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else
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{
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n** SDL_AUDIO: INITIALIZING\n");
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JA_Init(48000, SDL_AUDIO_S16LE, 2);
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if (options.audio.enabled)
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{
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@@ -270,7 +276,7 @@ void Director::initJailAudio()
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JA_SetSoundVolume(0);
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}
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "SDL_AUDIO: Initialization complete.");
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "** SDL_AUDIO: INITIALIZATION COMPLETE\n");
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}
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}
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@@ -683,7 +689,7 @@ int Director::run()
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break;
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}
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SDL_Log("\nGame end %s", return_code.c_str());
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\nGame end %s", return_code.c_str());
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return (section::options == section::Options::QUIT_WITH_CONTROLLER) ? 1 : 0;
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}
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