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https://github.com/Relintai/sdl2_frt.git
synced 2025-03-07 16:56:59 +01:00
No need to use a render target here.
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853334afed
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@ -108,7 +108,7 @@ 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 *target, *background, *button, *axis, *marker;
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SDL_Texture *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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@ -159,7 +159,6 @@ 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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@ -226,13 +225,10 @@ 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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