Fix missing sdl3game.pc for pkg-config, change sprite speed and character movement values to long int expressed in nanoseconds for better compatibility with SDL_Time and locking against game clock, still expressed as milliseconds in json
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@@ -1,7 +1,7 @@
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#ifndef _SDL_GAMECONTROLLERDB_H_
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#define _SDL_GAMECONTROLLERDB_H_
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// Taken from https://raw.githubusercontent.com/mdqinc/SDL_GameControllerDB/refs/heads/master/gamecontrollerdb.txt on Sun May 3 11:38:30 PM EDT 2026
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// Taken from https://raw.githubusercontent.com/mdqinc/SDL_GameControllerDB/refs/heads/master/gamecontrollerdb.txt on Tue May 5 08:39:19 PM EDT 2026
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#define SDL_GAMECONTROLLER_DB_LEN 2225
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@@ -68,7 +68,7 @@ typedef struct actor {
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bool movement_controls_face;
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void *actorData;
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bool visible;
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int logictimer;
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SDL_Time logictimer;
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float x;
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float y;
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struct actor *children[ACTOR_MAX_CHILDREN];
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@@ -13,7 +13,7 @@ typedef struct character {
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SDL_PropertiesID state_sprites;
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akerr_ErrorContext AKERR_NOIGNORE *(*sprite_add)(struct character *, sprite *, int);
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akerr_ErrorContext AKERR_NOIGNORE *(*sprite_get)(struct character *, int, sprite **);
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int movementspeed;
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long int movementspeed;
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float vx;
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float vy;
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} character;
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@@ -29,7 +29,7 @@ typedef struct {
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int frames; // how many frames are in this animation
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int width;
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int height;
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int speed; // how many milliseconds a given sprite frame should be visible before cycling
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long int speed; // how many milliseconds a given sprite frame should be visible before cycling
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bool loop; // when this sprite is done playing, it should immediately start again
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bool loopReverse; // when this sprite is done playing, it should go in reverse order through its frames
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char name[SPRITE_MAX_NAME_LENGTH];
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