new parameters for Mix_OpenAudio
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ad7d42155d
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@ -36,19 +36,19 @@ void Display::get_screen_pixels(unsigned char* pixels, int w, int h, int x, int
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{
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if (get_root()->is_gl_context)
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{
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GLenum format;
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#if SDL_BYTEORDER == SDL_BIG_ENDIAN
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format = GL_BGRA;
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#else
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format = GL_RGBA;
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#endif
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glReadBuffer(GL_FRONT);
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glReadPixels(x, y, w, h, format, GL_UNSIGNED_BYTE, pixels);
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// SDL_Log("(%i, %i, %i) (%i, %i, %i, %i)",
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// glCheckFramebufferStatus(GL_FRAMEBUFFER),
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// glCheckFramebufferStatus(GL_READ_FRAMEBUFFER),
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// glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER),
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// pixels[0], pixels[1], pixels[2], pixels[3]);
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// GLenum format;
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// #if SDL_BYTEORDER == SDL_BIG_ENDIAN
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// format = GL_BGRA;
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// #else
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// format = GL_RGBA;
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// #endif
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// glReadBuffer(GL_FRONT);
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// glReadPixels(x, y, w, h, format, GL_UNSIGNED_BYTE, pixels);
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// // SDL_Log("(%i, %i, %i) (%i, %i, %i, %i)",
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// // glCheckFramebufferStatus(GL_FRAMEBUFFER),
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// // glCheckFramebufferStatus(GL_READ_FRAMEBUFFER),
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// // glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER),
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// // pixels[0], pixels[1], pixels[2], pixels[3]);
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}
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else
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{
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27
src/Game.cpp
27
src/Game.cpp
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@ -19,11 +19,6 @@ SDL_Surface* FramerateIndicator::get_surface()
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std::string padded = sfw::pad(get_root()->frame_count_this_second, 2);
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SDL_Surface* shaded = TTF_RenderText_Shaded(
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get_root()->bp_mono_font, padded.c_str(), {0, 0, 0, 255}, {255, 255, 255, 255});
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// SDL_Surface* converted = SDL_ConvertSurfaceFormat(
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// shaded, SDL_PIXELFORMAT_ARGB8888, 0);
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// SDL_Surface* flipped = zoomSurface(converted, 1, -1, SMOOTHING_OFF);
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// SDL_FreeSurface(shaded);
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// SDL_FreeSurface(converted);
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if (!shaded)
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{
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get_root()->print_sdl_error("Could not create text");
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@ -69,12 +64,13 @@ Game::Game()
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// SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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// SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
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// SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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// SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
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// SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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// SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
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// SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
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// SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
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// SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0);
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SDL_Log("GLEW %s", glewGetString(GLEW_VERSION));
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auto window_size = get_configuration()["display"]["dimensions"].get<glm::ivec2>();
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window = SDL_CreateWindow(
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@ -124,8 +120,7 @@ Game::Game()
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{
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print_error("Could not load BPmono.ttf");
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}
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#if !defined(__EMSCRIPTEN__)
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if (Mix_Init(MIX_INIT_FLAC) == 0)
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if (Mix_Init(MIX_INIT_OGG) == 0)
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{
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print_sdl_error("Could not initialize SDL mixer");
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flag_to_end();
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@ -135,9 +130,9 @@ Game::Game()
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SDL_Log("initialized SDL mixer %d.%d.%d", SDL_MIXER_MAJOR_VERSION,
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SDL_MIXER_MINOR_VERSION, SDL_MIXER_PATCHLEVEL);
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}
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#endif
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if (Mix_OpenAudio(MIX_DEFAULT_FREQUENCY, MIX_DEFAULT_FORMAT,
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MIX_DEFAULT_CHANNELS, 1024) < 0)
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// if (Mix_OpenAudio(MIX_DEFAULT_FREQUENCY, MIX_DEFAULT_FORMAT,
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// MIX_DEFAULT_CHANNELS, 1024) < 0)
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if (Mix_OpenAudio(11025, AUDIO_U8, MIX_DEFAULT_CHANNELS, 2048) < 0)
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{
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print_sdl_error("Could not set up audio");
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}
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@ -114,7 +114,7 @@ void Input::respond(SDL_Event &event)
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}
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}
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void Input::post_command(std::string& name, const bool& cancel) const
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void Input::post_command(std::string& name, const bool& cancel)
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{
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SDL_Event relay;
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bool* cancel_pointer = new bool(cancel);
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@ -56,7 +56,7 @@ struct Input : Node
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void add_to_key_map(
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std::string, SDL_Keycode, bool = false, bool = false, bool = false);
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void print_key_combination(const KeyCombination&) const;
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void post_command(std::string&, const bool&) const;
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static void post_command(std::string&, const bool&);
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void suppress();
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void unsuppress();
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bool is_suppressed();
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@ -635,9 +635,9 @@ bool Sprite::collide(const Box& box, bool precise, Box* overlap, bool all, SDL_T
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const_cast<SDL_Renderer*>(get_renderer()), collision_check_frame, overlap->stamp(-get_nw(ii)));
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if (other_texture == nullptr)
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{
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for (int x = 0; x < static_cast<int>(overlap->get_w()); x++)
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for (int x = 0; x < region_pixels.rect.w; x++)
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{
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for (int y = 0; y < static_cast<int>(overlap->get_h()); y++)
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for (int y = 0; y < region_pixels.rect.h; y++)
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{
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if (region_pixels.get(x, y).a > 0)
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{
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@ -651,9 +651,9 @@ bool Sprite::collide(const Box& box, bool precise, Box* overlap, bool all, SDL_T
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{
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Pixels other_region_pixels = Pixels(
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const_cast<SDL_Renderer*>(get_renderer()), other_texture, overlap->stamp(-box.get_nw()));
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for (int x = 0; x < static_cast<int>(overlap->get_w()); x++)
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for (int x = 0; x < region_pixels.rect.w && x < other_region_pixels.rect.w; x++)
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{
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for (int y = 0; y < static_cast<int>(overlap->get_h()); y++)
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for (int y = 0; y < region_pixels.rect.h && y < other_region_pixels.rect.h; y++)
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{
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if (region_pixels.get(x, y).a > 0 && other_region_pixels.get(x, y).a > 0)
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{
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@ -41,7 +41,7 @@ struct Sprite : Node
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glm::bvec2 wrap = {false, false};
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int texture_access = SDL_TEXTUREACCESS_TARGET, wipe_index = 0, wipe_increment = -1;
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Box wrap_frame, unscaled_subsection;
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bool leave_memory_allocated = false, hidden = false, draw_children_on_frame = true;
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bool leave_memory_allocated = false, hidden = false, draw_children_on_frame = true, draw_floating = true;
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std::vector<std::vector<Box>> wipe_blinds;
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SDL_Rect subsection_int_rect, subsection_destination;
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std::list<Child> children = {};
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