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https://github.com/haya3218/SDfmL.git
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Fix openMPT implementation
lmao
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parent
033de55ddf
commit
06fcac4c34
4 changed files with 17 additions and 5 deletions
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@ -21,7 +21,6 @@ else ()
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set(MAIN_LIBRARIES_E "${CMAKE_CURRENT_LIST_DIR}/lib/x86/")
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set(MAIN_LIBRARIES_E "${CMAKE_CURRENT_LIST_DIR}/lib/x86/")
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endif ()
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endif ()
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# strip it all
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# strip it all
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string(STRIP "${MAIN_LIBRARIES}" MAIN_LIBRARIES)
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string(STRIP "${MAIN_LIBRARIES}" MAIN_LIBRARIES)
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@ -35,7 +34,6 @@ include_directories(${CMAKE_CURRENT_LIST_DIR}/src)
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# add EVERY FUCKING source file to SOURCES
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# add EVERY FUCKING source file to SOURCES
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FILE(GLOB SOURCES "${CMAKE_CURRENT_LIST_DIR}/src/*.cpp"
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FILE(GLOB SOURCES "${CMAKE_CURRENT_LIST_DIR}/src/*.cpp"
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"${CMAKE_CURRENT_LIST_DIR}/src/*.hpp"
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"${CMAKE_CURRENT_LIST_DIR}/src/*.hpp"
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"${CMAKE_CURRENT_LIST_DIR}/src/*.c"
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"${CMAKE_CURRENT_LIST_DIR}/src/*.h"
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"${CMAKE_CURRENT_LIST_DIR}/src/*.h"
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"${CMAKE_CURRENT_LIST_DIR}/src/SDL2/*.c"
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"${CMAKE_CURRENT_LIST_DIR}/src/SDL2/*.c"
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"${CMAKE_CURRENT_LIST_DIR}/src/SDL2/*.h"
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"${CMAKE_CURRENT_LIST_DIR}/src/SDL2/*.h"
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@ -35,7 +35,8 @@ To use it (in windows atleast),
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- Get SDL2 and SDL_ttf 2.0, and put em on the respective x86 and x64 folders.
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- Get SDL2 and SDL_ttf 2.0, and put em on the respective x86 and x64 folders.
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You know how to place them. It's fucking common sense.
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You know how to place them. It's fucking common sense.
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- [SoLoud.](https://sol.gfxile.net/soloud/index.html) Follow GENie instructions and build as a static library.
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- [SoLoud.](https://sol.gfxile.net/soloud/index.html) Follow GENie instructions and build as a static library.
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Since it's currently confusing to do, [here's some prebuilt lib files for use with this wrapper.](https://cdn.discordapp.com/attachments/872338952483381258/940791426797686804/SoLoud_Static.zip)
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- If you are gonna be using the OpenMPT module, you'll need the libopenmpt dll in your exe directory as well.
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- Prebuilt binaries (with OpenMPT) are [here.](https://cdn.discordapp.com/attachments/872338952483381258/941594180461932564/SoLoud-SDL2.7z)
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- Clone the dam repo somewhere on ur machine.
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- Clone the dam repo somewhere on ur machine.
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- Go to where you cloned it, and run `cmake -B build -DCMAKE_BUILD_TYPE=Release`
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- Go to where you cloned it, and run `cmake -B build -DCMAKE_BUILD_TYPE=Release`
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- After successfully making the build files, run `cmake --build --config Release` to build it without the use of VStudio.
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- After successfully making the build files, run `cmake --build --config Release` to build it without the use of VStudio.
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13
src/Main.cpp
13
src/Main.cpp
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@ -19,11 +19,16 @@
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#include <stdlib.h>
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#include <stdlib.h>
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#include "argh.h"
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#include "argh.h"
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#include "guicon.h"
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#include "guicon.h"
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#include <random>
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using namespace std;
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using namespace std;
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using namespace Render;
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using namespace Render;
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using namespace argh;
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using namespace argh;
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bool randomBool() {
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return rand() % 2;
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}
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class MainState : public State {
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class MainState : public State {
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AnimatedObject objs;
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AnimatedObject objs;
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TextObject text;
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TextObject text;
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@ -38,7 +43,13 @@ class MainState : public State {
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// before it
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// before it
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virtual void Create() {
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virtual void Create() {
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// SPEAK("eyeyeyayeyayeyaeyaeyayeayeyaeyaeyayeyaeyayeyayeyayeyayeaye", 3000.0f, 5.0f);
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// SPEAK("eyeyeyayeyayeyaeyaeyayeayeyaeyaeyayeyaeyayeyayeyayeyayeaye", 3000.0f, 5.0f);
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playModPlug("data/canyon.mid");
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srand(time(0));
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if (randomBool())
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playModPlug("data/canyon.mid");
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else
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{
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playModPlug("data/solarbeams.xm");
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}
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// i know that this isnt the best idea to do this
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// i know that this isnt the best idea to do this
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// yeah, im just lazy
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// yeah, im just lazy
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title.create(0, 0, "data/bg.png");
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title.create(0, 0, "data/bg.png");
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@ -425,7 +425,9 @@ bool Render::playModPlug(string path) {
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return true;
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return true;
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}
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}
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log("", "Played mod tracker from " + path, NORMAL, __FILENAME__, __LINE__);
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log("", "Played mod tracker from " + path, NORMAL, __FILENAME__, __LINE__);
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modLoader.load(path.c_str());
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if (modLoader.load(path.c_str()) != SoLoud::SO_NO_ERROR) {
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log("", "Could not play " + path, NORMAL, __FILENAME__, __LINE__);
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}
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modLoader.setLooping(true);
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modLoader.setLooping(true);
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music.play(modLoader);
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music.play(modLoader);
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currentMusic = path;
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currentMusic = path;
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