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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f0aa97d20f
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9268c7a1b3
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@ -101,7 +101,7 @@ WatchJoystick(SDL_Joystick * joystick)
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{
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SDL_Window *window = 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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SDL_bool retval = 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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}
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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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button = LoadTexture(screen, "button.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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SDL_SetRenderTarget(screen, target);
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SDL_RenderCopy(screen, background, NULL, NULL);
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SDL_SetTextureAlphaMod(marker, alpha);
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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_SetRenderTarget(screen, NULL);
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SDL_RenderCopy(screen, target, NULL, NULL);
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SDL_RenderPresent(screen);
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if (SDL_PollEvent(&event)) {
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