treballant en metal
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@@ -296,17 +296,29 @@ auto Screen::initSDLVideo() -> bool {
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// Obtener información de la pantalla
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// Obtener información de la pantalla
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getDisplayInfo();
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getDisplayInfo();
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#ifdef __APPLE__
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// Configurar hint para Metal
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if (!SDL_SetHint(SDL_HINT_RENDER_DRIVER, "metal")) {
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
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"Warning: Failed to set Metal hint!");
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}
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// Configurar flags para la creación de la ventana
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SDL_WindowFlags window_flags = SDL_WINDOW_METAL;
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#else // NOT APPLE
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// Configurar hint para OpenGL
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// Configurar hint para OpenGL
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if (!SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl")) {
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if (!SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl")) {
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
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"Warning: Failed to set OpenGL hint!");
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"Warning: Failed to set OpenGL hint!");
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}
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}
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// Configurar flags para la creación de la ventana
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// Crear ventana
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SDL_WindowFlags window_flags = SDL_WINDOW_OPENGL;
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SDL_WindowFlags window_flags = SDL_WINDOW_OPENGL;
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#endif
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// Configurar flags para la creación de la ventana
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if (Options::video.fullscreen) {
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if (Options::video.fullscreen) {
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window_flags |= SDL_WINDOW_FULLSCREEN;
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window_flags |= SDL_WINDOW_FULLSCREEN;
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}
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}
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// Crear ventana
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window_ = SDL_CreateWindow(
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window_ = SDL_CreateWindow(
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Options::window.caption.c_str(),
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Options::window.caption.c_str(),
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param.game.width * Options::window.zoom,
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param.game.width * Options::window.zoom,
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