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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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gabomdq committed Feb 10, 2014
1 parent f0aa97d commit 9268c7a
Showing 1 changed file with 5 additions and 1 deletion.
6 changes: 5 additions & 1 deletion test/controllermap.c
Expand Up @@ -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;
Expand Down Expand Up @@ -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);
Expand Down Expand Up @@ -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)) {
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