Fix build errors against release SDL 3.2.0 ABI

This commit is contained in:
a dinosaur 2025-01-27 01:21:30 +11:00
parent 31ef295f52
commit a40686a87c
4 changed files with 9 additions and 9 deletions

View File

@ -132,7 +132,7 @@ public class Application {
case SDLK_ESCAPE: case SDLK_ESCAPE:
return .exitSuccess return .exitSuccess
default: default:
Keyboard.instance.keyDownEvent(scan: event.key.scancode, repeat: event.key.repeat != 0) Keyboard.instance.keyDownEvent(scan: event.key.scancode, repeat: event.key.repeat)
} }
return .running return .running
@ -154,13 +154,13 @@ public class Application {
return .running return .running
case SDL_EVENT_GAMEPAD_BUTTON_DOWN, SDL_EVENT_GAMEPAD_BUTTON_UP: case SDL_EVENT_GAMEPAD_BUTTON_DOWN, SDL_EVENT_GAMEPAD_BUTTON_UP:
GameController.instance.buttonEvent(id: event.gbutton.which, GameController.instance.buttonEvent(id: event.gbutton.which,
btn: SDL_GamepadButton(Int32(event.gbutton.button)), state: event.gbutton.state) btn: SDL_GamepadButton(Int32(event.gbutton.button)), state: event.gbutton.down)
return .running return .running
case SDL_EVENT_MOUSE_BUTTON_DOWN, SDL_EVENT_MOUSE_BUTTON_UP: case SDL_EVENT_MOUSE_BUTTON_DOWN, SDL_EVENT_MOUSE_BUTTON_UP:
Mouse.instance.buttonEvent( Mouse.instance.buttonEvent(
btn: UInt32(event.button.button), btn: UInt32(event.button.button),
state: event.button.state) state: event.button.down)
return .running return .running
case SDL_EVENT_MOUSE_MOTION: case SDL_EVENT_MOUSE_MOTION:
Mouse.instance.motionEvent( Mouse.instance.motionEvent(

View File

@ -92,7 +92,7 @@ public class GameController {
//MARK: - Private //MARK: - Private
private var _joyInstance: SDL_JoystickID, _sdlPad: OpaquePointer private var _joyInstance: SDL_JoystickID, _sdlPad: OpaquePointer
private var _axes = [Int16](repeating: 0, count: Int(SDL_GAMEPAD_AXIS_MAX.rawValue)) private var _axes = [Int16](repeating: 0, count: Int(SDL_GAMEPAD_AXIS_COUNT.rawValue))
private var _btnCur: Buttons = [], _btnPrv: Buttons = [] private var _btnCur: Buttons = [], _btnPrv: Buttons = []
internal var instanceID: SDL_JoystickID { _joyInstance } internal var instanceID: SDL_JoystickID { _joyInstance }
@ -167,8 +167,8 @@ public class GameController {
} }
} }
internal func buttonEvent(id: SDL_JoystickID, btn: SDL_GamepadButton, state: UInt8) { internal func buttonEvent(id: SDL_JoystickID, btn: SDL_GamepadButton, state: Bool) {
_pads[id]?.buttonEvent(btn, state == SDL_PRESSED) _pads[id]?.buttonEvent(btn, state)
} }
internal func axisEvent(id: SDL_JoystickID, axis: SDL_GamepadAxis, value: Int16) { internal func axisEvent(id: SDL_JoystickID, axis: SDL_GamepadAxis, value: Int16) {

View File

@ -38,7 +38,7 @@ public class Keyboard {
private static let _PRESS: UInt8 = _DOWN | _IMPULSE private static let _PRESS: UInt8 = _DOWN | _IMPULSE
private static let _RELEASE: UInt8 = _UP | _IMPULSE private static let _RELEASE: UInt8 = _UP | _IMPULSE
private var _state = [UInt8](repeating: _UP, count: Int(SDL_NUM_SCANCODES.rawValue)) private var _state = [UInt8](repeating: _UP, count: Int(SDL_SCANCODE_COUNT.rawValue))
internal func keyDownEvent(scan: SDL_Scancode, repeat rep: Bool) { internal func keyDownEvent(scan: SDL_Scancode, repeat rep: Bool) {
var newState = Self._PRESS var newState = Self._PRESS

View File

@ -53,8 +53,8 @@ public class Mouse {
private func getAbsolute() -> SIMD2<Float> { self._abs * self._dpiScale } private func getAbsolute() -> SIMD2<Float> { self._abs * self._dpiScale }
private func getDelta() -> SIMD2<Float> { self._delta } private func getDelta() -> SIMD2<Float> { self._delta }
internal func buttonEvent(btn: UInt32, state: UInt8) { internal func buttonEvent(btn: UInt32, state: Bool) {
if state == SDL_PRESSED { if state {
self._btns.formUnion(.init(rawValue: btn.buttonMask)) self._btns.formUnion(.init(rawValue: btn.buttonMask))
} else { } else {
self._btns.subtract(.init(rawValue: btn.buttonMask)) self._btns.subtract(.init(rawValue: btn.buttonMask))