Make controllermap, etc, work on platforms with hardcoded window sizes.

This makes sure everything renders correctly, even if, say, an Android device
gives you a certain "window" size no matter what you ask for.
This commit is contained in:
Ryan C. Gordon 2014-02-10 11:29:48 -05:00
parent 9268c7a1b3
commit 2d92a37237
2 changed files with 12 additions and 7 deletions

View file

@ -101,7 +101,7 @@ WatchJoystick(SDL_Joystick * joystick)
{ {
SDL_Window *window = NULL; SDL_Window *window = NULL;
SDL_Renderer *screen = NULL; SDL_Renderer *screen = NULL;
SDL_Texture *target, *background, *button, *axis, *marker; SDL_Texture *background, *button, *axis, *marker;
const char *name = NULL; const char *name = NULL;
SDL_bool retval = SDL_FALSE; SDL_bool retval = SDL_FALSE;
SDL_bool done = SDL_FALSE, next=SDL_FALSE; SDL_bool done = SDL_FALSE, next=SDL_FALSE;
@ -152,12 +152,14 @@ WatchJoystick(SDL_Joystick * joystick)
return SDL_FALSE; return SDL_FALSE;
} }
target = SDL_CreateTexture(screen, SDL_PIXELFORMAT_RGB888, SDL_TEXTUREACCESS_TARGET, MAP_WIDTH, MAP_HEIGHT);
background = LoadTexture(screen, "controllermap.bmp", SDL_FALSE); background = LoadTexture(screen, "controllermap.bmp", SDL_FALSE);
button = LoadTexture(screen, "button.bmp", SDL_TRUE); button = LoadTexture(screen, "button.bmp", SDL_TRUE);
axis = LoadTexture(screen, "axis.bmp", SDL_TRUE); axis = LoadTexture(screen, "axis.bmp", SDL_TRUE);
SDL_RaiseWindow(window); SDL_RaiseWindow(window);
/* scale for platforms that don't give you the window size you asked for. */
SDL_RenderSetLogicalSize(screen, SCREEN_WIDTH, SCREEN_HEIGHT);
/* Print info about the joystick we are watching */ /* Print info about the joystick we are watching */
name = SDL_JoystickName(joystick); name = SDL_JoystickName(joystick);
SDL_Log("Watching joystick %d: (%s)\n", SDL_JoystickInstanceID(joystick), SDL_Log("Watching joystick %d: (%s)\n", SDL_JoystickInstanceID(joystick),
@ -206,7 +208,9 @@ WatchJoystick(SDL_Joystick * joystick)
dst.y = step->y; dst.y = step->y;
SDL_QueryTexture(marker, NULL, NULL, &dst.w, &dst.h); SDL_QueryTexture(marker, NULL, NULL, &dst.w, &dst.h);
next=SDL_FALSE; next=SDL_FALSE;
SDL_SetRenderDrawColor(screen, 0xFF, 0xFF, 0xFF, SDL_ALPHA_OPAQUE);
while (!done && !next) { while (!done && !next) {
if (SDL_GetTicks() - alpha_ticks > 5) { if (SDL_GetTicks() - alpha_ticks > 5) {
alpha_ticks = SDL_GetTicks(); alpha_ticks = SDL_GetTicks();
@ -219,13 +223,11 @@ WatchJoystick(SDL_Joystick * joystick)
} }
} }
SDL_SetRenderTarget(screen, target); SDL_RenderClear(screen);
SDL_RenderCopy(screen, background, NULL, NULL); SDL_RenderCopy(screen, background, NULL, NULL);
SDL_SetTextureAlphaMod(marker, alpha); SDL_SetTextureAlphaMod(marker, alpha);
SDL_SetTextureColorMod(marker, 10, 255, 21); SDL_SetTextureColorMod(marker, 10, 255, 21);
SDL_RenderCopyEx(screen, marker, NULL, &dst, step->angle, NULL, 0); SDL_RenderCopyEx(screen, marker, NULL, &dst, step->angle, NULL, 0);
SDL_SetRenderTarget(screen, NULL);
SDL_RenderCopy(screen, target, NULL, NULL);
SDL_RenderPresent(screen); SDL_RenderPresent(screen);
if (SDL_PollEvent(&event)) { if (SDL_PollEvent(&event)) {

View file

@ -170,6 +170,9 @@ WatchGameController(SDL_GameController * gamecontroller)
SDL_RenderPresent(screen); SDL_RenderPresent(screen);
SDL_RaiseWindow(window); SDL_RaiseWindow(window);
/* scale for platforms that don't give you the window size you asked for. */
SDL_RenderSetLogicalSize(screen, SCREEN_WIDTH, SCREEN_HEIGHT);
background = LoadTexture(screen, "controllermap.bmp", SDL_FALSE); background = LoadTexture(screen, "controllermap.bmp", SDL_FALSE);
button = LoadTexture(screen, "button.bmp", SDL_TRUE); button = LoadTexture(screen, "button.bmp", SDL_TRUE);
axis = LoadTexture(screen, "axis.bmp", SDL_TRUE); axis = LoadTexture(screen, "axis.bmp", SDL_TRUE);
@ -191,7 +194,7 @@ WatchGameController(SDL_GameController * gamecontroller)
/* Loop, getting controller events! */ /* Loop, getting controller events! */
while (!done) { while (!done) {
/* blank screen, set up for drawing this frame. */ /* blank screen, set up for drawing this frame. */
SDL_SetRenderDrawColor(screen, 0x00, 0x00, 0x00, SDL_ALPHA_OPAQUE); SDL_SetRenderDrawColor(screen, 0xFF, 0xFF, 0xFF, SDL_ALPHA_OPAQUE);
SDL_RenderClear(screen); SDL_RenderClear(screen);
SDL_RenderCopy(screen, background, NULL, NULL); SDL_RenderCopy(screen, background, NULL, NULL);