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https://github.com/Relintai/sdl2_frt.git
synced 2024-12-20 22:16:49 +01:00
Backed out 0869362ccc3c
The render target usage in controllermap is required if you are forced to use the app at a different resolution than the one the art has been made for, for example on Android, where you don't control the resolution. (The coordinates for each button are hardcoded to the art size, and appear out of place otherwise)
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@ -101,7 +101,7 @@ WatchJoystick(SDL_Joystick * joystick)
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{
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{
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SDL_Window *window = NULL;
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SDL_Window *window = NULL;
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SDL_Renderer *screen = NULL;
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SDL_Renderer *screen = NULL;
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SDL_Texture *background, *button, *axis, *marker;
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SDL_Texture *target, *background, *button, *axis, *marker;
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const char *name = NULL;
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const char *name = NULL;
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SDL_bool retval = SDL_FALSE;
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SDL_bool retval = SDL_FALSE;
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SDL_bool done = SDL_FALSE, next=SDL_FALSE;
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SDL_bool done = SDL_FALSE, next=SDL_FALSE;
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@ -152,6 +152,7 @@ WatchJoystick(SDL_Joystick * joystick)
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return SDL_FALSE;
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return SDL_FALSE;
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}
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}
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target = SDL_CreateTexture(screen, SDL_PIXELFORMAT_RGB888, SDL_TEXTUREACCESS_TARGET, MAP_WIDTH, MAP_HEIGHT);
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background = LoadTexture(screen, "controllermap.bmp", SDL_FALSE);
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background = LoadTexture(screen, "controllermap.bmp", SDL_FALSE);
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button = LoadTexture(screen, "button.bmp", SDL_TRUE);
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button = LoadTexture(screen, "button.bmp", SDL_TRUE);
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axis = LoadTexture(screen, "axis.bmp", SDL_TRUE);
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axis = LoadTexture(screen, "axis.bmp", SDL_TRUE);
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@ -218,10 +219,13 @@ WatchJoystick(SDL_Joystick * joystick)
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}
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}
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}
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}
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SDL_SetRenderTarget(screen, target);
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SDL_RenderCopy(screen, background, NULL, NULL);
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SDL_RenderCopy(screen, background, NULL, NULL);
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SDL_SetTextureAlphaMod(marker, alpha);
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SDL_SetTextureAlphaMod(marker, alpha);
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SDL_SetTextureColorMod(marker, 10, 255, 21);
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SDL_SetTextureColorMod(marker, 10, 255, 21);
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SDL_RenderCopyEx(screen, marker, NULL, &dst, step->angle, NULL, 0);
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SDL_RenderCopyEx(screen, marker, NULL, &dst, step->angle, NULL, 0);
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SDL_SetRenderTarget(screen, NULL);
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SDL_RenderCopy(screen, target, NULL, NULL);
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SDL_RenderPresent(screen);
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SDL_RenderPresent(screen);
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if (SDL_PollEvent(&event)) {
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if (SDL_PollEvent(&event)) {
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