akgl API update
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@@ -36,10 +36,10 @@ akerr_ErrorContext AKERR_NOIGNORE *music_toggle(akgl_Actor *obj, SDL_Event *even
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{
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SDL_PropertiesID bgmprops = 0;
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PREPARE_ERROR(errctx);
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if ( MIX_TrackPlaying(game.tracks[AKGL_GAME_AUDIO_TRACK_BGM]) ) {
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if ( MIX_TrackPlaying(akgl_tracks[AKGL_GAME_AUDIO_TRACK_BGM]) ) {
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FAIL_ZERO_RETURN(
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errctx,
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MIX_StopTrack(game.tracks[AKGL_GAME_AUDIO_TRACK_BGM], 0),
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MIX_StopTrack(akgl_tracks[AKGL_GAME_AUDIO_TRACK_BGM], 0),
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AKGL_ERR_SDL,
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"%s",
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SDL_GetError());
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@@ -47,7 +47,7 @@ akerr_ErrorContext AKERR_NOIGNORE *music_toggle(akgl_Actor *obj, SDL_Event *even
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SDL_SetNumberProperty(bgmprops, MIX_PROP_PLAY_LOOPS_NUMBER, -1);
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FAIL_ZERO_RETURN(
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errctx,
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MIX_PlayTrack(game.tracks[AKGL_GAME_AUDIO_TRACK_BGM], bgmprops),
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MIX_PlayTrack(akgl_tracks[AKGL_GAME_AUDIO_TRACK_BGM], bgmprops),
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AKGL_ERR_SDL,
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"%s",
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SDL_GetError());
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@@ -78,6 +78,7 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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game.screenheight = 480;
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CATCH(errctx, akgl_game_init());
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CATCH(errctx, akgl_registry_load_properties("assets/properties.json"));
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for ( int i = 0; i < numsprites ; i++) {
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strcpy((char *)&dirnamebuf, spritepaths[i]);
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