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...

2 Commits

Author SHA1 Message Date
Ryan Walters
24e8b3e3bc fix: retain main SDL & audio contexts for application lifetime 2025-09-03 09:33:03 -05:00
dependabot[bot]
da0f4d856a chore(deps): bump actions/upload-pages-artifact (#5)
Bumps the dependencies group with 1 update: [actions/upload-pages-artifact](https://github.com/actions/upload-pages-artifact).


Updates `actions/upload-pages-artifact` from 3 to 4
- [Release notes](https://github.com/actions/upload-pages-artifact/releases)
- [Commits](https://github.com/actions/upload-pages-artifact/compare/v3...v4)

---
updated-dependencies:
- dependency-name: actions/upload-pages-artifact
  dependency-version: '4'
  dependency-type: direct:production
  update-type: version-update:semver-major
  dependency-group: dependencies
...

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2025-09-03 08:28:39 -05:00
2 changed files with 9 additions and 3 deletions

View File

@@ -151,7 +151,7 @@ jobs:
done
- name: Upload Artifact
uses: actions/upload-pages-artifact@v3
uses: actions/upload-pages-artifact@v4
if: github.ref == 'refs/heads/master' && github.event_name == 'push'
with:
path: "./dist/"

View File

@@ -5,6 +5,7 @@ use crate::error::{GameError, GameResult};
use crate::constants::{CANVAS_SIZE, LOOP_TIME, SCALE};
use crate::game::Game;
use crate::platform::get_platform;
use sdl2::{AudioSubsystem, Sdl};
/// Main application wrapper that manages SDL initialization, window lifecycle, and the game loop.
///
@@ -15,6 +16,9 @@ pub struct App {
pub game: Game,
last_tick: Instant,
focused: bool,
// Keep SDL alive for the app lifetime so subsystems (audio) are not shut down
_sdl_context: Sdl,
_audio_subsystem: AudioSubsystem,
}
impl App {
@@ -31,8 +35,8 @@ impl App {
pub fn new() -> GameResult<Self> {
let sdl_context = sdl2::init().map_err(|e| GameError::Sdl(e.to_string()))?;
let video_subsystem = sdl_context.video().map_err(|e| GameError::Sdl(e.to_string()))?;
let _audio_subsystem = sdl_context.audio().map_err(|e| GameError::Sdl(e.to_string()))?;
let _ttf_context = sdl2::ttf::init().map_err(|e| GameError::Sdl(e.to_string()))?;
let audio_subsystem = sdl_context.audio().map_err(|e| GameError::Sdl(e.to_string()))?;
// TTF context is initialized within Game::new where it is leaked for font usage
let event_pump = sdl_context.event_pump().map_err(|e| GameError::Sdl(e.to_string()))?;
let window = video_subsystem
@@ -65,6 +69,8 @@ impl App {
game,
focused: true,
last_tick: Instant::now(),
_sdl_context: sdl_context,
_audio_subsystem: audio_subsystem,
})
}