update to latest zig
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20
src/main.zig
20
src/main.zig
@ -3,7 +3,6 @@ const c = @cImport({
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});
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const assert = @import("std").debug.assert;
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// See https://github.com/zig-lang/zig/issues/565
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// SDL_video.h:#define SDL_WINDOWPOS_UNDEFINED SDL_WINDOWPOS_UNDEFINED_DISPLAY(0)
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// SDL_video.h:#define SDL_WINDOWPOS_UNDEFINED_DISPLAY(X) (SDL_WINDOWPOS_UNDEFINED_MASK|(X))
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@ -31,37 +30,36 @@ pub fn main() !void {
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}
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defer c.SDL_Quit();
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const screen = c.SDL_CreateWindow(c"My Game Window",
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SDL_WINDOWPOS_UNDEFINED,
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SDL_WINDOWPOS_UNDEFINED,
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300, 73,
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c.SDL_WINDOW_OPENGL) ??
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{
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const screen = c.SDL_CreateWindow(c"My Game Window", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 300, 73, c.SDL_WINDOW_OPENGL) orelse
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{
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c.SDL_Log(c"Unable to create window: %s", c.SDL_GetError());
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return error.SDLInitializationFailed;
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};
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defer c.SDL_DestroyWindow(screen);
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const renderer = c.SDL_CreateRenderer(screen, -1, 0) ?? {
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const renderer = c.SDL_CreateRenderer(screen, -1, 0) orelse {
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c.SDL_Log(c"Unable to create renderer: %s", c.SDL_GetError());
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return error.SDLInitializationFailed;
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};
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defer c.SDL_DestroyRenderer(renderer);
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const zig_bmp = @embedFile("zig.bmp");
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const rw = c.SDL_RWFromConstMem(@ptrCast(*const c_void, &zig_bmp[0]), c_int(zig_bmp.len)) ?? {
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const rw = c.SDL_RWFromConstMem(
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@ptrCast(*const c_void, &zig_bmp[0]),
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@intCast(c_int, zig_bmp.len),
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) orelse {
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c.SDL_Log(c"Unable to get RWFromConstMem: %s", c.SDL_GetError());
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return error.SDLInitializationFailed;
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};
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defer assert(SDL_RWclose(rw) == 0);
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const zig_surface = c.SDL_LoadBMP_RW(rw, 0) ?? {
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const zig_surface = c.SDL_LoadBMP_RW(rw, 0) orelse {
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c.SDL_Log(c"Unable to load bmp: %s", c.SDL_GetError());
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return error.SDLInitializationFailed;
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};
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defer c.SDL_FreeSurface(zig_surface);
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const zig_texture = c.SDL_CreateTextureFromSurface(renderer, zig_surface) ?? {
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const zig_texture = c.SDL_CreateTextureFromSurface(renderer, zig_surface) orelse {
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c.SDL_Log(c"Unable to create texture from surface: %s", c.SDL_GetError());
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return error.SDLInitializationFailed;
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};
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