Now we show Sunshine version in Title menu!

This commit is contained in:
DepressedTWM 2026-05-18 12:15:40 +04:00
parent ec0018ad76
commit b227742b15
4 changed files with 9 additions and 8 deletions

View file

@ -8,6 +8,7 @@ class Scene_Title
MENU_X = Graphics.width - 150
MENU_Y = Graphics.height - 100
SDLVer = "#{Sunshine::SDLVersion_major}.#{Sunshine::SDLVersion_minor}.#{Sunshine::SDLVersion_micro}"
SunshineVer = "0.1-dev"
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
@ -82,6 +83,7 @@ class Scene_Title
#Debug info like in minecraft Forge :P
@menu.bitmap.draw_text(5, 5, 150, 20, tr("Ruby #{RUBY_VERSION}"))
@menu.bitmap.draw_text(5, 25, 150, 20, tr("SDL #{SDLVer}"))
@menu.bitmap.draw_text(5, 45, 150, 20 tr("Sunshine #{SunshineVer}"))
if $game_switches[160] && $game_switches[152]
@menu.bitmap.draw_text(MENU_X, MENU_Y + 75, 150, 24, tr("..."))
end
@ -147,6 +149,7 @@ class Scene_Title
@menu.bitmap.draw_text(MENU_X, MENU_Y + 50, 150, 24, tr("Exit"))
@menu.bitmap.draw_text(5, 5, 150, 20, tr("Ruby #{RUBY_VERSION}"))
@menu.bitmap.draw_text(5, 25, 150, 20, tr("SDL #{SDLVer}"))
@menu.bitmap.draw_text(5, 45, 150, 20 tr("Sunshine #{SunshineVer}"))
if $game_switches[160] && $game_switches[152]
@menu.bitmap.draw_text(MENU_X, MENU_Y + 75, 150, 24, tr("..."))
end

View file

@ -22,8 +22,7 @@
#ifndef BINDING_H
#define BINDING_H
struct ScriptBinding
{
struct ScriptBinding{
/* Starts the part where the binding takes over,
* loading the compressed scripts and executing them.
* This function returns as soon as the scripts finish

View file

@ -106,10 +106,10 @@ int rgssThreadFun(void *userdata){
gl.Clear(GL_COLOR_BUFFER_BIT);
SDL_GL_SwapWindow(win);
Debug() << "[main.cpp] GL Vendor :" << glGetStringInt(GL_VENDOR);
Debug() << "[main.cpp] GL Renderer :" << glGetStringInt(GL_RENDERER);
Debug() << "[main.cpp] GL Version :" << glGetStringInt(GL_VERSION);
Debug() << "[main.cpp] GLSL Version :" << glGetStringInt(GL_SHADING_LANGUAGE_VERSION);
Debug() << "[main] GL Vendor :" << glGetStringInt(GL_VENDOR);
Debug() << "[main] GL Renderer :" << glGetStringInt(GL_RENDERER);
Debug() << "[main] GL Version :" << glGetStringInt(GL_VERSION);
Debug() << "[main] GLSL Version :" << glGetStringInt(GL_SHADING_LANGUAGE_VERSION);
bool vsync = conf.vsync || conf.syncToRefreshrate;
SDL_GL_SetSwapInterval(vsync ? 1 : 0);

View file

@ -25,8 +25,7 @@ struct AtomicFlag{
SDL_SetAtomicInt(&atom, 0);
}
operator bool() const
{
operator bool() const{
return SDL_GetAtomicInt(&atom);
}