migrant a SDL3
This commit is contained in:
@@ -1,15 +1,15 @@
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// IWYU pragma: no_include <bits/chrono.h>
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#include "director.h"
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#include <SDL2/SDL.h> // Para SDL_Init, SDL_Quit, SDL_INIT_EV...
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#include <SDL2/SDL_audio.h> // Para AUDIO_S16
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#include <SDL2/SDL_blendmode.h> // Para SDL_BLENDMODE_BLEND
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#include <SDL2/SDL_error.h> // Para SDL_GetError
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#include <SDL2/SDL_events.h> // Para SDL_DISABLE
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#include <SDL2/SDL_gamecontroller.h> // Para SDL_CONTROLLER_BUTTON_B, SDL_CO...
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#include <SDL2/SDL_hints.h> // Para SDL_SetHint, SDL_HINT_RENDER_DR...
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#include <SDL2/SDL_mouse.h> // Para SDL_ShowCursor
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#include <SDL2/SDL_scancode.h> // Para SDL_SCANCODE_0, SDL_SCANCODE_DOWN
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#include <SDL2/SDL_stdinc.h> // Para Uint32, SDL_bool
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#include <SDL3/SDL.h> // Para SDL_Init, SDL_Quit, SDL_INIT_EV...
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#include <SDL3/SDL_audio.h> // Para AUDIO_S16
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#include <SDL3/SDL_blendmode.h> // Para SDL_BLENDMODE_BLEND
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#include <SDL3/SDL_error.h> // Para SDL_GetError
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#include <SDL3/SDL_events.h> // Para SDL_DISABLE
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#include <SDL3/SDL.h> // Para SDL_GAMEPAD_BUTTON_B, SDL_CO...
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#include <SDL3/SDL_hints.h> // Para SDL_SetHint, SDL_HINT_RENDER_DR...
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#include <SDL3/SDL_mouse.h> // Para SDL_ShowCursor
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#include <SDL3/SDL_scancode.h> // Para SDL_SCANCODE_0, SDL_SCANCODE_DOWN
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#include <SDL3/SDL_stdinc.h> // Para Uint32, SDL_bool
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#include <errno.h> // Para errno, EEXIST, EACCES, ENAMETOO...
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#include <stdio.h> // Para printf, perror
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#include <sys/stat.h> // Para mkdir, stat, S_IRWXU
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@@ -101,7 +101,7 @@ void Director::init()
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// Inicializa y crea el resto de objetos
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initSDL();
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SDL_ShowCursor(SDL_DISABLE);
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SDL_HideCursor();
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initJailAudio();
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dbg_init(renderer_);
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lang::loadFromFile(getLangFile(static_cast<lang::Code>(options.game.language)));
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@@ -202,19 +202,19 @@ void Director::bindInputs()
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for (int i = 0; i < NUM_GAMEPADS; ++i)
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{
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// Mando - Movimiento del jugador
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Input::get()->bindGameControllerButton(i, InputAction::UP, SDL_CONTROLLER_BUTTON_DPAD_UP);
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Input::get()->bindGameControllerButton(i, InputAction::DOWN, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
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Input::get()->bindGameControllerButton(i, InputAction::LEFT, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
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Input::get()->bindGameControllerButton(i, InputAction::RIGHT, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
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Input::get()->bindGameControllerButton(i, InputAction::UP, SDL_GAMEPAD_BUTTON_DPAD_UP);
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Input::get()->bindGameControllerButton(i, InputAction::DOWN, SDL_GAMEPAD_BUTTON_DPAD_DOWN);
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Input::get()->bindGameControllerButton(i, InputAction::LEFT, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
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Input::get()->bindGameControllerButton(i, InputAction::RIGHT, SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
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Input::get()->bindGameControllerButton(i, InputAction::FIRE_LEFT, SDL_CONTROLLER_BUTTON_X);
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Input::get()->bindGameControllerButton(i, InputAction::FIRE_CENTER, SDL_CONTROLLER_BUTTON_Y);
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Input::get()->bindGameControllerButton(i, InputAction::FIRE_RIGHT, SDL_CONTROLLER_BUTTON_B);
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Input::get()->bindGameControllerButton(i, InputAction::FIRE_LEFT, SDL_GAMEPAD_BUTTON_WEST);
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Input::get()->bindGameControllerButton(i, InputAction::FIRE_CENTER, SDL_GAMEPAD_BUTTON_NORTH);
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Input::get()->bindGameControllerButton(i, InputAction::FIRE_RIGHT, SDL_GAMEPAD_BUTTON_EAST);
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Input::get()->bindGameControllerButton(i, InputAction::START, SDL_CONTROLLER_BUTTON_START);
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Input::get()->bindGameControllerButton(i, InputAction::START, SDL_GAMEPAD_BUTTON_START);
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// Mando - Control del programa
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Input::get()->bindGameControllerButton(i, InputAction::SERVICE, SDL_CONTROLLER_BUTTON_BACK);
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Input::get()->bindGameControllerButton(i, InputAction::SERVICE, SDL_GAMEPAD_BUTTON_BACK);
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}
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// Mapea las asignaciones a los botones desde el archivo de configuración, si se da el caso
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@@ -270,7 +270,7 @@ void Director::bindInputs()
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// Inicializa JailAudio
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void Director::initJailAudio()
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{
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JA_Init(48000, AUDIO_S16, 2);
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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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JA_SetMusicVolume(to_JA_volume(options.audio.music.volume));
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@@ -290,7 +290,7 @@ bool Director::initSDL()
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auto success = true;
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// Inicializa SDL
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if (SDL_Init(SDL_INIT_EVERYTHING) < 0)
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if (!SDL_Init(SDL_INIT_VIDEO))
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{
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std::cout << "SDL could not initialize!\nSDL Error: " << SDL_GetError() << std::endl;
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success = false;
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@@ -298,22 +298,21 @@ bool Director::initSDL()
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else
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{
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// Obtiene información sobre la pantalla
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SDL_DisplayMode DM;
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SDL_GetCurrentDisplayMode(0, &DM);
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auto DM= SDL_GetCurrentDisplayMode(0);
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// Calcula el máximo factor de zoom que se puede aplicar a la pantalla
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options.video.window.max_zoom = std::min(DM.w / param.game.width, DM.h / param.game.height);
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options.video.window.max_zoom = std::min(DM->w / param.game.width, DM->h / param.game.height);
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options.video.window.zoom = std::min(options.video.window.zoom, options.video.window.max_zoom);
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// Muestra información sobre el tamaño de la pantalla y de la ventana de juego
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std::cout << "\nCurrent display mode: " << DM.w << "x" << DM.h << " @ " << DM.refresh_rate << "Hz" << std::endl;
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std::cout << "\nCurrent display mode: " << DM->w << "x" << DM->h << " @ " << DM->refresh_rate << "Hz" << std::endl;
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std::cout << "Window resolution : " << param.game.width << "x" << param.game.height << " x" << options.video.window.zoom << std::endl;
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// Establece el filtro de la textura
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if (!SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, std::to_string(static_cast<int>(options.video.filter)).c_str()))
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/*if (!SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, std::to_string(static_cast<int>(options.video.filter)).c_str()))
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{
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std::cout << "Warning: texture filtering not enabled!\n";
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}
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}*/
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if (!SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl"))
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{
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@@ -321,7 +320,7 @@ bool Director::initSDL()
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}
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// Crea la ventana
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window_ = SDL_CreateWindow(WINDOW_CAPTION, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, param.game.width * options.video.window.zoom, param.game.height * options.video.window.zoom, SDL_WINDOW_HIDDEN);
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window_ = SDL_CreateWindow(WINDOW_CAPTION, param.game.width * options.video.window.zoom, param.game.height * options.video.window.zoom, SDL_WINDOW_OPENGL);
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if (!window_)
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{
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std::cout << "Window could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
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@@ -333,13 +332,13 @@ bool Director::initSDL()
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Uint32 flags = 0;
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if (options.video.v_sync)
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{
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flags = SDL_RENDERER_PRESENTVSYNC;
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//flags = SDL_RENDERER_PRESENTVSYNC;
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}
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// La aceleración se activa según el define
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flags = flags | SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE;
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//flags = flags | SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE;
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renderer_ = SDL_CreateRenderer(window_, -1, flags);
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renderer_ = SDL_CreateRenderer(window_, nullptr);
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if (!renderer_)
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{
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@@ -349,8 +348,7 @@ bool Director::initSDL()
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else
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{
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SDL_SetRenderDrawColor(renderer_, 0x00, 0x00, 0x00, 0xFF);
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SDL_RenderSetLogicalSize(renderer_, param.game.width, param.game.height);
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SDL_RenderSetIntegerScale(renderer_, static_cast<SDL_bool>(options.video.integer_scale));
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SDL_SetRenderLogicalPresentation(renderer_, param.game.width, param.game.height, SDL_LOGICAL_PRESENTATION_INTEGER_SCALE);
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SDL_SetWindowFullscreen(window_, static_cast<Uint32>(options.video.mode));
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SDL_SetRenderDrawBlendMode(renderer_, SDL_BLENDMODE_BLEND);
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}
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