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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)
Gabriel Jacobo 12 лет назад
Родитель
Сommit
9268c7a1b3
1 измененных файлов с 5 добавлено и 1 удалено
  1. 5 1
      test/controllermap.c

+ 5 - 1
test/controllermap.c

@@ -101,7 +101,7 @@ WatchJoystick(SDL_Joystick * joystick)
 {
     SDL_Window *window = NULL;
     SDL_Renderer *screen = NULL;
-    SDL_Texture *background, *button, *axis, *marker;
+    SDL_Texture *target, *background, *button, *axis, *marker;
     const char *name = NULL;
     SDL_bool retval = SDL_FALSE;
     SDL_bool done = SDL_FALSE, next=SDL_FALSE;
@@ -152,6 +152,7 @@ WatchJoystick(SDL_Joystick * joystick)
         return SDL_FALSE;
     }
     
+    target = SDL_CreateTexture(screen, SDL_PIXELFORMAT_RGB888, SDL_TEXTUREACCESS_TARGET, MAP_WIDTH, MAP_HEIGHT);
     background = LoadTexture(screen, "controllermap.bmp", SDL_FALSE);
     button = LoadTexture(screen, "button.bmp", SDL_TRUE);
     axis = LoadTexture(screen, "axis.bmp", SDL_TRUE);
@@ -218,10 +219,13 @@ WatchJoystick(SDL_Joystick * joystick)
                 }
             }
             
+            SDL_SetRenderTarget(screen, target);
             SDL_RenderCopy(screen, background, NULL, NULL);
             SDL_SetTextureAlphaMod(marker, alpha);
             SDL_SetTextureColorMod(marker, 10, 255, 21);
             SDL_RenderCopyEx(screen, marker, NULL, &dst, step->angle, NULL, 0);
+            SDL_SetRenderTarget(screen, NULL);
+            SDL_RenderCopy(screen, target, NULL, NULL);
             SDL_RenderPresent(screen);
             
             if (SDL_PollEvent(&event)) {