migrant a SDL3

This commit is contained in:
2025-03-27 08:14:37 +01:00
parent a9c869baf6
commit d2286905dc
83 changed files with 570 additions and 541 deletions

View File

@@ -1,5 +1,5 @@
#include "jail_shader.h"
#include <SDL3/SDL_rect.h> // Para SDL_Point
#include <SDL3/SDL_rect.h> // Para SDL_FPoint
#include <SDL3/SDL_stdinc.h> // Para SDL_bool
#include <cstring> // Para strncmp
#include <iostream> // Para basic_ostream, operator<<, endl, cout
@@ -25,7 +25,7 @@ namespace shader
GLuint programId = 0;
SDL_Texture *backBuffer = nullptr;
SDL_Point win_size = {320 * 4, 256 * 4};
SDL_Point tex_size = {320, 256};
SDL_FPoint tex_size = {320, 256};
bool usingOpenGL = false;
#ifndef __APPLE__
@@ -157,12 +157,13 @@ namespace shader
shader::backBuffer = texturaBackBuffer;
SDL_GetWindowSize(ventana, &win_size.x, &win_size.y);
int acceso;
SDL_QueryTexture(texturaBackBuffer, nullptr, &acceso, &tex_size.x, &tex_size.y);
if (acceso != SDL_TEXTUREACCESS_TARGET)
//int acceso;
SDL_GetTextureSize(texturaBackBuffer, &tex_size.x, &tex_size.y);
// SDL_QueryTexture(texturaBackBuffer, nullptr, &acceso, &tex_size.x, &tex_size.y);
/*if (acceso != SDL_TEXTUREACCESS_TARGET)
{
throw std::runtime_error("ERROR FATAL: La textura debe tener definido SDL_TEXTUREACCESS_TARGET.");
}
}*/
const auto RENDER_NAME = SDL_GetRendererName(renderer);