corregides cridades a SDL3 i migrat casi tot de int a float. Falta jail_shader
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@@ -373,20 +373,20 @@ void Resource::calculateTotal() {
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// Muestra el progreso de carga
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void Resource::renderProgress() {
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constexpr int X_PADDING = 10;
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constexpr int Y_PADDING = 10;
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constexpr int BAR_HEIGHT = 10;
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const int bar_position = options.game.height - BAR_HEIGHT - Y_PADDING;
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constexpr float X_PADDING = 10;
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constexpr float Y_PADDING = 10;
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constexpr float BAR_HEIGHT = 10;
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const float bar_position = options.game.height - BAR_HEIGHT - Y_PADDING;
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Screen::get()->start();
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Screen::get()->clearSurface(static_cast<Uint8>(PaletteColor::BLACK));
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auto surface = Screen::get()->getRendererSurface();
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const int wired_bar_width = options.game.width - (X_PADDING * 2);
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SDL_Rect rect_wired = {X_PADDING, bar_position, wired_bar_width, X_PADDING};
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const float WIRED_BAR_WIDTH = options.game.width - (X_PADDING * 2);
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SDL_FRect rect_wired = {X_PADDING, bar_position, WIRED_BAR_WIDTH, X_PADDING};
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surface->drawRectBorder(&rect_wired, static_cast<Uint8>(PaletteColor::WHITE));
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const int full_bar_width = wired_bar_width * count_.getPercentage();
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SDL_Rect rect_full = {X_PADDING, bar_position, full_bar_width, X_PADDING};
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const float FULL_BAR_WIDTH = WIRED_BAR_WIDTH * count_.getPercentage();
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SDL_FRect rect_full = {X_PADDING, bar_position, FULL_BAR_WIDTH, X_PADDING};
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surface->fillRect(&rect_full, static_cast<Uint8>(PaletteColor::WHITE));
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Screen::get()->render();
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@@ -397,11 +397,11 @@ void Resource::checkEvents() {
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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switch (event.type) {
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case SDL_QUIT:
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case SDL_EVENT_QUIT:
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exit(0);
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break;
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case SDL_KEYDOWN:
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if (event.key.keysym.sym == SDLK_ESCAPE) {
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case SDL_EVENT_KEY_DOWN:
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if (event.key.key == SDLK_ESCAPE) {
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exit(0);
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}
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break;
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