Backed out 51935d107921

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)
This commit is contained in:
Gabriel Jacobo
2014-02-10 09:26:22 -03:00
parent 802397a171
commit acd58f19d8

View File

@@ -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)) {