diff --git a/test/gamepadutils.c b/test/gamepadutils.c index c678d3618..70aef6a9b 100644 --- a/test/gamepadutils.c +++ b/test/gamepadutils.c @@ -551,25 +551,6 @@ void RenderGamepadImage(GamepadImage *ctx) if (ctx->showing_front) { SDL_RenderTexture(ctx->renderer, ctx->front_texture, NULL, &dst); - - dst.x = (float)ctx->x + 363; - dst.y = (float)ctx->y + 116; - dst.w = (float)ctx->face_width; - dst.h = (float)ctx->face_height; - - switch (ctx->face_style) { - case GAMEPAD_IMAGE_FACE_ABXY: - SDL_RenderTexture(ctx->renderer, ctx->face_abxy_texture, NULL, &dst); - break; - case GAMEPAD_IMAGE_FACE_BAYX: - SDL_RenderTexture(ctx->renderer, ctx->face_bayx_texture, NULL, &dst); - break; - case GAMEPAD_IMAGE_FACE_SONY: - SDL_RenderTexture(ctx->renderer, ctx->face_sony_texture, NULL, &dst); - break; - default: - break; - } } else { SDL_RenderTexture(ctx->renderer, ctx->back_texture, NULL, &dst); } @@ -592,6 +573,27 @@ void RenderGamepadImage(GamepadImage *ctx) } } + if (ctx->showing_front) { + dst.x = (float)ctx->x + 363; + dst.y = (float)ctx->y + 116; + dst.w = (float)ctx->face_width; + dst.h = (float)ctx->face_height; + + switch (ctx->face_style) { + case GAMEPAD_IMAGE_FACE_ABXY: + SDL_RenderTexture(ctx->renderer, ctx->face_abxy_texture, NULL, &dst); + break; + case GAMEPAD_IMAGE_FACE_BAYX: + SDL_RenderTexture(ctx->renderer, ctx->face_bayx_texture, NULL, &dst); + break; + case GAMEPAD_IMAGE_FACE_SONY: + SDL_RenderTexture(ctx->renderer, ctx->face_sony_texture, NULL, &dst); + break; + default: + break; + } + } + if (ctx->showing_front) { for (i = 0; i < SDL_arraysize(axis_positions); ++i) { const int element = SDL_GAMEPAD_BUTTON_MAX + i;