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1 change: 1 addition & 0 deletions src/platform/example/client-server/client.c
Original file line number Diff line number Diff line change
Expand Up @@ -49,6 +49,7 @@ int main() {
#if SDL_VERSION_ATLEAST(3, 0, 0)
SDL_Window* window = SDL_CreateWindow(projectName, width, height, SDL_WINDOW_OPENGL);
SDL_Renderer* renderer = SDL_CreateRenderer(window, NULL);
SDL_SetRenderVSync(renderer, 1);
#else
SDL_Window* window = SDL_CreateWindow(projectName, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, width, height, SDL_WINDOW_OPENGL);
SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
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8 changes: 8 additions & 0 deletions src/platform/sdl/sdl-events.c
Original file line number Diff line number Diff line change
Expand Up @@ -101,6 +101,7 @@ bool mSDLInitEvents(struct mSDLEvents* context) {
_mSDLOpenJoystick(context, ids[i]);
}
}
SDL_free(ids);
#else
SDL_JoystickEventState(SDL_ENABLE);
int nJoysticks = SDL_NumJoysticks();
Expand Down Expand Up @@ -983,10 +984,17 @@ static const char* const buttonNamesPlayStation[SDL_CONTROLLER_BUTTON_MAX] = {
};

static const char* const buttonNamesNintedo[SDL_CONTROLLER_BUTTON_MAX] = {
#if SDL_VERSION_ATLEAST(3, 0, 0)
[SDL_GAMEPAD_BUTTON_EAST] = "A",
[SDL_GAMEPAD_BUTTON_SOUTH] = "B",
[SDL_GAMEPAD_BUTTON_NORTH] = "X",
[SDL_GAMEPAD_BUTTON_WEST] = "Y",
#else
[SDL_CONTROLLER_BUTTON_A] = "A",
[SDL_CONTROLLER_BUTTON_B] = "B",
[SDL_CONTROLLER_BUTTON_X] = "X",
[SDL_CONTROLLER_BUTTON_Y] = "Y",
#endif
[SDL_CONTROLLER_BUTTON_BACK] = "-",
[SDL_CONTROLLER_BUTTON_GUIDE] = "Home",
[SDL_CONTROLLER_BUTTON_START] = "+",
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1 change: 1 addition & 0 deletions src/platform/sdl/sw-sdl2.c
Original file line number Diff line number Diff line change
Expand Up @@ -25,6 +25,7 @@ bool mSDLSWInit(struct mSDLRenderer* renderer) {
#if SDL_VERSION_ATLEAST(3, 0, 0)
renderer->window = SDL_CreateWindow(projectName, renderer->viewportWidth, renderer->viewportHeight, SDL_WINDOW_FULLSCREEN * renderer->player.fullscreen);
renderer->sdlRenderer = SDL_CreateRenderer(renderer->window, NULL);
SDL_SetRenderVSync(renderer->sdlRenderer, 1);
#else
renderer->window = SDL_CreateWindow(projectName, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, renderer->viewportWidth, renderer->viewportHeight, SDL_WINDOW_FULLSCREEN_DESKTOP * renderer->player.fullscreen);
renderer->sdlRenderer = SDL_CreateRenderer(renderer->window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
Expand Down