update to tip SDL3

This commit is contained in:
2024-09-14 10:34:02 +10:00
parent bc4d13c54b
commit f6fbcc0d89

View File

@@ -125,7 +125,7 @@ static void SetupWorld(APPSTATE *state)
static bool FlipSurface(SDL_Surface *surface)
{
if (!surface || SDL_LockSurface(surface) < 0)
if (!surface || !SDL_LockSurface(surface))
{
return false;
}
@@ -307,12 +307,12 @@ static void KillGLWindow(APPSTATE *state)
// Release and delete rendering context
if (state->ctx)
{
if (SDL_GL_MakeCurrent(state->win, NULL))
if (SDL_GL_MakeCurrent(state->win, NULL) == SDL_FALSE)
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_INFORMATION, "SHUTDOWN ERROR", "Release Of RC Failed.", NULL);
}
SDL_GL_DeleteContext(state->ctx);
SDL_GL_DestroyContext(state->ctx);
state->ctx = NULL;
}
@@ -341,7 +341,7 @@ static bool CreateGLWindow(APPSTATE *state, char *title, int width, int height,
// Try entering fullscreen mode if requested
if (fullscreenflag)
{
if (SDL_SetWindowFullscreen(state->win, SDL_TRUE) < 0)
if (!SDL_SetWindowFullscreen(state->win, SDL_TRUE))
{
// If mode switching fails, ask the user to quit or use to windowed mode
int bttnid = ShowYesNoMessageBox(state->win, BTTN_YES, "NeHe GL",
@@ -378,7 +378,7 @@ static bool CreateGLWindow(APPSTATE *state, char *title, int width, int height,
return false;
}
if (SDL_GL_MakeCurrent(state->win, state->ctx)) // Activate the rendering context
if (!SDL_GL_MakeCurrent(state->win, state->ctx)) // Activate the rendering context
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Can't Activate The GL Rendering Context.", NULL);
return false;
@@ -397,7 +397,7 @@ static bool CreateGLWindow(APPSTATE *state, char *title, int width, int height,
return true;
}
int SDL_AppEvent(void *appstate, const SDL_Event *event)
SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
{
APPSTATE *state = (APPSTATE *)appstate;
switch (event->type)
@@ -406,15 +406,15 @@ int SDL_AppEvent(void *appstate, const SDL_Event *event)
return SDL_APP_SUCCESS;
case SDL_EVENT_KEY_DOWN:
if (event->key.keysym.sym == SDLK_ESCAPE) // Quit on escape key
if (event->key.key == SDLK_ESCAPE) // Quit on escape key
{
return SDL_APP_SUCCESS;
}
if (!event->key.repeat) // Was a key just pressed?
{
switch (event->key.keysym.sym)
switch (event->key.key)
{
case SDLK_b: // B = Toggle blending
case SDLK_B: // B = Toggle blending
state->blend = !state->blend;
if (!state->blend)
{
@@ -428,7 +428,7 @@ int SDL_AppEvent(void *appstate, const SDL_Event *event)
}
break;
case SDLK_f: // F = Cycle texture filtering
case SDLK_F: // F = Cycle texture filtering
state->filter += 1;
if (state->filter > 2)
{
@@ -462,14 +462,14 @@ int SDL_AppEvent(void *appstate, const SDL_Event *event)
return SDL_APP_CONTINUE;
}
int SDL_AppIterate(void *appstate)
SDL_AppResult SDL_AppIterate(void *appstate)
{
APPSTATE *state = (APPSTATE *)appstate;
DrawGLScene(state); // Draw the scene
SDL_GL_SwapWindow(state->win); // Swap buffers (double buffering)
// Handle keyboard input
const Uint8 *keys = SDL_GetKeyboardState(NULL);
const SDL_bool *keys = SDL_GetKeyboardState(NULL);
if (keys[SDL_SCANCODE_PAGEUP])
{
@@ -538,9 +538,9 @@ int SDL_AppIterate(void *appstate)
return SDL_APP_CONTINUE;
}
int SDL_AppInit(void **appstate, int argc, char *argv[])
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
{
if (SDL_Init(SDL_INIT_VIDEO) < 0)
if (SDL_Init(SDL_INIT_VIDEO) == SDL_FALSE)
{
return SDL_APP_FAILURE;
}