Embed controls.png into binary so it can run from any directory
The spritesheet is compiled in as a C byte array. An external controls.png in cwd still takes precedence for skinning. Includes tools/embed_png.py to regenerate the header if the asset changes. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -43,6 +43,11 @@ This document specifies the functional requirements for an SDL2 based media play
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## 6. Changelog
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### 2026-02-13 — Embed controls spritesheet into binary
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- **Embedded asset**: `controls.png` is now compiled into the binary as a C byte array (`src/controls_png.h`), eliminating the requirement to run from the `build/` directory.
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- **External override**: If a `controls.png` file exists in the current working directory, it is loaded in preference to the embedded data, preserving the ability to use custom skins.
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### 2026-02-11 — Debug flag for input diagnostics
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- **`--debug` flag**: New command-line option (`./sdlamp2 --debug [audio_dir]`) that enables verbose logging of all SDL input events to stdout. Designed to diagnose controller issues on retro handheld devices where non-standard controllers may not be recognized by SDL's GameController API.
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