Update SDL3 from 3.2.4 to 3.2.20
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@@ -69,7 +69,7 @@ SDL_AppResult SDL_AppIterate(void *appstate)
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A sine wave is unchanging audio--easy to stream--but for video games, you'll want
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to generate significantly _less_ audio ahead of time! */
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const int minimum_audio = (8000 * sizeof (float)) / 2; /* 8000 float samples per second. Half of that. */
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if (SDL_GetAudioStreamAvailable(stream) < minimum_audio) {
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if (SDL_GetAudioStreamQueued(stream) < minimum_audio) {
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static float samples[512]; /* this will feed 512 samples each frame until we get to our maximum. */
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int i;
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@@ -82,7 +82,7 @@ SDL_AppResult SDL_AppIterate(void *appstate)
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We're being lazy here, but if there's less than the entire wav file left to play,
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just shove a whole copy of it into the queue, so we always have _tons_ of
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data queued for playback. */
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if (SDL_GetAudioStreamAvailable(stream) < (int)wav_data_len) {
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if (SDL_GetAudioStreamQueued(stream) < (int)wav_data_len) {
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/* feed more data to the stream. It will queue at the end, and trickle out as the hardware needs more data. */
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SDL_PutAudioStreamData(stream, wav_data, wav_data_len);
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}
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@@ -104,7 +104,7 @@ SDL_AppResult SDL_AppIterate(void *appstate)
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/* If less than a full copy of the audio is queued for playback, put another copy in there.
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This is overkill, but easy when lots of RAM is cheap. One could be more careful and
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queue less at a time, as long as the stream doesn't run dry. */
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if (SDL_GetAudioStreamAvailable(sounds[i].stream) < ((int) sounds[i].wav_data_len)) {
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if (SDL_GetAudioStreamQueued(sounds[i].stream) < ((int) sounds[i].wav_data_len)) {
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SDL_PutAudioStreamData(sounds[i].stream, sounds[i].wav_data, (int) sounds[i].wav_data_len);
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}
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}
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@@ -208,7 +208,7 @@ void snake_step(SnakeContext *ctx)
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}
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}
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static int handle_key_event_(SnakeContext *ctx, SDL_Scancode key_code)
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static SDL_AppResult handle_key_event_(SnakeContext *ctx, SDL_Scancode key_code)
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{
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switch (key_code) {
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/* Quit. */
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@@ -309,7 +309,7 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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return SDL_APP_FAILURE;
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}
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AppState *as = SDL_calloc(1, sizeof(AppState));
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AppState *as = (AppState *)SDL_calloc(1, sizeof(AppState));
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if (!as) {
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return SDL_APP_FAILURE;
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}
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@@ -156,7 +156,7 @@ SDL_AppResult SDL_AppInit(void** appstate, int argc, char* argv[]) {
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return SDL_APP_FAILURE;
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}
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if (!(vm = SDL_calloc(1, sizeof(*vm)))) {
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if (!(vm = (BytePusher *)SDL_calloc(1, sizeof(*vm)))) {
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return SDL_APP_FAILURE;
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}
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*(BytePusher**)appstate = vm;
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@@ -199,7 +199,7 @@ SDL_AppResult SDL_AppInit(void** appstate, int argc, char* argv[]) {
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for (r = 0; r < 6; ++r) {
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for (g = 0; g < 6; ++g) {
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for (b = 0; b < 6; ++b, ++i) {
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SDL_Color color = { r * 0x33, g * 0x33, b * 0x33, SDL_ALPHA_OPAQUE };
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SDL_Color color = { (Uint8)(r * 0x33), (Uint8)(g * 0x33), (Uint8)(b * 0x33), SDL_ALPHA_OPAQUE };
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palette->colors[i] = color;
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}
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}
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@@ -105,7 +105,7 @@ SDL_AppResult SDL_AppIterate(void *appstate)
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/* draw axes as bars going across middle of screen. We don't know if it's an X or Y or whatever axis, so we can't do more than this. */
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total = SDL_GetNumJoystickAxes(joystick);
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y = (float) ((winh - (total * size)) / 2);
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y = (winh - (total * size)) / 2;
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x = ((float) winw) / 2.0f;
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for (i = 0; i < total; i++) {
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const SDL_Color *color = &colors[i % SDL_arraysize(colors)];
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@@ -119,7 +119,7 @@ SDL_AppResult SDL_AppIterate(void *appstate)
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/* draw buttons as blocks across top of window. We only know the button numbers, but not where they are on the device. */
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total = SDL_GetNumJoystickButtons(joystick);
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x = (float) ((winw - (total * size)) / 2);
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x = (winw - (total * size)) / 2;
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for (i = 0; i < total; i++) {
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const SDL_Color *color = &colors[i % SDL_arraysize(colors)];
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const SDL_FRect dst = { x, 0.0f, size, size };
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@@ -136,7 +136,7 @@ SDL_AppResult SDL_AppIterate(void *appstate)
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/* draw hats across the bottom of the screen. */
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total = SDL_GetNumJoystickHats(joystick);
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x = ((float) ((winw - (total * (size * 2.0f))) / 2.0f)) + (size / 2.0f);
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x = ((winw - (total * (size * 2.0f))) / 2.0f) + (size / 2.0f);
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y = ((float) winh) - size;
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for (i = 0; i < total; i++) {
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const SDL_Color *color = &colors[i % SDL_arraysize(colors)];
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@@ -92,8 +92,8 @@ SDL_AppResult SDL_AppIterate(void *appstate)
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/* center this one and make it grow and shrink. */
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dst_rect.w = (float) texture_width + (texture_width * scale);
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dst_rect.h = (float) texture_height + (texture_height * scale);
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dst_rect.x = ((float) (WINDOW_WIDTH - dst_rect.w)) / 2.0f;
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dst_rect.y = ((float) (WINDOW_HEIGHT - dst_rect.h)) / 2.0f;
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dst_rect.x = (WINDOW_WIDTH - dst_rect.w) / 2.0f;
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dst_rect.y = (WINDOW_HEIGHT - dst_rect.h) / 2.0f;
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SDL_RenderTexture(renderer, texture, NULL, &dst_rect);
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SDL_RenderPresent(renderer); /* put it all on the screen! */
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@@ -141,7 +141,7 @@ SDL_AppResult SDL_AppIterate(void *appstate)
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/* we need one more vertex, since the two triangles can share two of them. */
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vertices[3].position.x = 600.0f;
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vertices[3].position.y = 150.0f;
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vertices[3].color.r = vertices[0].color.g = vertices[0].color.b = vertices[0].color.a = 1.0f;
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vertices[3].color.r = vertices[3].color.g = vertices[3].color.b = vertices[3].color.a = 1.0f;
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vertices[3].tex_coord.x = 1.0f;
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vertices[3].tex_coord.y = 1.0f;
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