fixed icon, gamepad, mouse cursor

This commit is contained in:
BADIM-PC\Vadim 2018-02-26 12:03:04 +03:00
parent 1777809238
commit 81153f627c
3 changed files with 211 additions and 215 deletions

View File

@ -1,19 +0,0 @@
SHADER(#version 100\n
precision highp float;
precision mediump int;
attribute vec2 gpu_Vertex;
attribute vec2 gpu_TexCoord;
attribute mediump vec4 gpu_Color;
uniform mat4 gpu_ModelViewProjectionMatrix;
varying mediump vec4 color;
varying vec2 texCoord;
void main(void)
{
color = gpu_Color;
texCoord = vec2(gpu_TexCoord);
gl_Position = gpu_ModelViewProjectionMatrix * vec4(gpu_Vertex, 0.0, 1.0);
})

View File

@ -13,7 +13,7 @@
#endif
#define STUDIO_UI_SCALE 4
#define STUDIO_PIXEL_FORMAT SDL_PIXELFORMAT_ABGR8888
#define STUDIO_PIXEL_FORMAT GPU_FORMAT_RGBA
#define TEXTURE_SIZE (TIC80_FULLWIDTH)
#define OFFSET_LEFT ((TIC80_FULLWIDTH-TIC80_WIDTH)/2)
#define OFFSET_TOP ((TIC80_FULLHEIGHT-TIC80_HEIGHT)/2)
@ -28,7 +28,8 @@ static struct
{
GPU_Target* screen;
GPU_Image* texture;
u32 crt_shader;
u32 shader;
GPU_ShaderBlock block;
bool useShader;
} gpu;
@ -123,7 +124,7 @@ static void setWindowIcon()
SDL_Surface* surface = SDL_CreateRGBSurfaceFrom(pixels, Size, Size,
sizeof(s32) * BITS_IN_BYTE, Size * sizeof(s32),
0x00ff0000, 0x0000ff00, 0x000000ff, 0xff000000);
0x000000ff, 0x0000ff00, 0x00ff0000, 0xff000000);
SDL_SetWindowIcon(platform.window, surface);
SDL_FreeSurface(surface);
@ -158,56 +159,53 @@ static void updateGamepadParts()
platform.gamepad.part.y = (SDL_Point){rect.w - 2*tileSize, 0*tileSize + offset};
}
// static void transparentBlit(u32* out, s32 pitch)
// {
// const u8* in = platform.studio->tic->ram.vram.screen.data;
// const u8* end = in + sizeof(platform.studio->tic->ram.vram.screen);
// const u32* pal = tic_palette_blit(&platform.studio->tic->config.palette);
// const u32 Delta = (pitch/sizeof *out - TIC80_WIDTH);
// s32 col = 0;
// while(in != end)
// {
// u8 low = *in & 0x0f;
// u8 hi = (*in & 0xf0) >> TIC_PALETTE_BPP;
// *out++ = low ? (*(pal + low) | 0xff000000) : 0;
// *out++ = hi ? (*(pal + hi) | 0xff000000) : 0;
// in++;
// col += BITS_IN_BYTE / TIC_PALETTE_BPP;
// if (col == TIC80_WIDTH)
// {
// col = 0;
// out += Delta;
// }
// }
// }
static void initTouchGamepad()
{
if (!platform.gpu.screen)
return;
platform.studio->tic->api.map(platform.studio->tic, &platform.studio->tic->config.bank0.map, &platform.studio->tic->config.bank0.tiles, 0, 0, TIC_MAP_SCREEN_WIDTH, TIC_MAP_SCREEN_HEIGHT, 0, 0, -1, 1);
// platform.studio->tic->api.map(platform.studio->tic, &platform.studio->tic->config.bank0.map, &platform.studio->tic->config.bank0.tiles, 0, 0, TIC_MAP_SCREEN_WIDTH, TIC_MAP_SCREEN_HEIGHT, 0, 0, -1, 1);
if(!platform.gamepad.texture)
{
platform.gamepad.texture = GPU_CreateImage(TEXTURE_SIZE, TEXTURE_SIZE, STUDIO_PIXEL_FORMAT);
GPU_SetAnchor(platform.gamepad.texture, 0, 0);
GPU_SetImageFilter(platform.gamepad.texture, GPU_FILTER_NEAREST);
}
// if(!platform.gamepad.texture)
// {
// platform.gamepad.texture = SDL_CreateTexture(platform.renderer, STUDIO_PIXEL_FORMAT, SDL_TEXTUREACCESS_STREAMING, TEXTURE_SIZE, TEXTURE_SIZE);
// SDL_SetTextureBlendMode(platform.gamepad.texture, SDL_BLENDMODE_BLEND);
// }
u32* data = SDL_malloc(TEXTURE_SIZE * TEXTURE_SIZE * sizeof(u32));
// {
// void* pixels = NULL;
// s32 pitch = 0;
if(data)
{
u32* out = data;
// SDL_LockTexture(platform.gamepad.texture, NULL, &pixels, &pitch);
// transparentBlit(pixels, pitch);
// SDL_UnlockTexture(platform.gamepad.texture);
// }
const u8* in = platform.studio->tic->ram.vram.screen.data;
const u8* end = in + sizeof(platform.studio->tic->ram.vram.screen);
const u32* pal = tic_palette_blit(&platform.studio->tic->config.palette);
const u32 Delta = ((TIC80_FULLWIDTH*sizeof(u32))/sizeof *out - TIC80_WIDTH);
// updateGamepadParts();
s32 col = 0;
while(in != end)
{
u8 low = *in & 0x0f;
u8 hi = (*in & 0xf0) >> TIC_PALETTE_BPP;
*out++ = low ? *(pal + low) : 0;
*out++ = hi ? *(pal + hi) : 0;
in++;
col += BITS_IN_BYTE / TIC_PALETTE_BPP;
if (col == TIC80_WIDTH)
{
col = 0;
out += Delta;
}
}
GPU_UpdateImageBytes(platform.gamepad.texture, NULL, (const u8*)data, TEXTURE_SIZE * sizeof(u32));
SDL_free(data);
updateGamepadParts();
}
}
static void calcTextureRect(SDL_Rect* rect)
@ -321,49 +319,49 @@ static void processKeyboard()
static bool checkTouch(const SDL_Rect* rect, s32* x, s32* y)
{
// s32 devices = SDL_GetNumTouchDevices();
// s32 width = 0, height = 0;
// SDL_GetWindowSize(platform.window, &width, &height);
s32 devices = SDL_GetNumTouchDevices();
s32 width = 0, height = 0;
SDL_GetWindowSize(platform.window, &width, &height);
// for (s32 i = 0; i < devices; i++)
// {
// SDL_TouchID id = SDL_GetTouchDevice(i);
for (s32 i = 0; i < devices; i++)
{
SDL_TouchID id = SDL_GetTouchDevice(i);
// // very strange, but on Android id always == 0
// //if (id)
// {
// s32 fingers = SDL_GetNumTouchFingers(id);
// very strange, but on Android id always == 0
//if (id)
{
s32 fingers = SDL_GetNumTouchFingers(id);
// if(fingers)
// {
// platform.gamepad.counter = 0;
if(fingers)
{
platform.gamepad.counter = 0;
// if (!platform.gamepad.show)
// {
// platform.gamepad.alpha = platform.studio->config()->theme.gamepad.touch.alpha;
// SDL_SetTextureAlphaMod(platform.gamepad.texture, platform.gamepad.alpha);
// platform.gamepad.show = true;
// return false;
// }
// }
if (!platform.gamepad.show)
{
platform.gamepad.alpha = platform.studio->config()->theme.gamepad.touch.alpha;
GPU_SetRGBA(platform.gamepad.texture, 0xff, 0xff, 0xff, platform.gamepad.alpha);
platform.gamepad.show = true;
return false;
}
}
// for (s32 f = 0; f < fingers; f++)
// {
// SDL_Finger* finger = SDL_GetTouchFinger(id, f);
for (s32 f = 0; f < fingers; f++)
{
SDL_Finger* finger = SDL_GetTouchFinger(id, f);
// if (finger && finger->pressure > 0.0f)
// {
// SDL_Point point = { (s32)(finger->x * width), (s32)(finger->y * height) };
// if (SDL_PointInRect(&point, rect))
// {
// *x = point.x;
// *y = point.y;
// return true;
// }
// }
// }
// }
// }
if (finger && finger->pressure > 0.0f)
{
SDL_Point point = { (s32)(finger->x * width), (s32)(finger->y * height) };
if (SDL_PointInRect(&point, rect))
{
*x = point.x;
*y = point.y;
return true;
}
}
}
}
}
return false;
}
@ -675,104 +673,99 @@ static void blitSound()
static void renderGamepad()
{
// if(platform.gamepad.show || platform.gamepad.alpha); else return;
if(platform.gamepad.show || platform.gamepad.alpha); else return;
// const s32 tileSize = platform.gamepad.part.size;
// const SDL_Point axis = platform.gamepad.part.axis;
// typedef struct { bool press; s32 x; s32 y;} Tile;
// const Tile Tiles[] =
// {
// {platform.studio->tic->ram.input.gamepads.first.up, axis.x + 1*tileSize, axis.y + 0*tileSize},
// {platform.studio->tic->ram.input.gamepads.first.down, axis.x + 1*tileSize, axis.y + 2*tileSize},
// {platform.studio->tic->ram.input.gamepads.first.left, axis.x + 0*tileSize, axis.y + 1*tileSize},
// {platform.studio->tic->ram.input.gamepads.first.right, axis.x + 2*tileSize, axis.y + 1*tileSize},
const s32 tileSize = platform.gamepad.part.size;
const SDL_Point axis = platform.gamepad.part.axis;
typedef struct { bool press; s32 x; s32 y;} Tile;
const Tile Tiles[] =
{
{platform.studio->tic->ram.input.gamepads.first.up, axis.x + 1*tileSize, axis.y + 0*tileSize},
{platform.studio->tic->ram.input.gamepads.first.down, axis.x + 1*tileSize, axis.y + 2*tileSize},
{platform.studio->tic->ram.input.gamepads.first.left, axis.x + 0*tileSize, axis.y + 1*tileSize},
{platform.studio->tic->ram.input.gamepads.first.right, axis.x + 2*tileSize, axis.y + 1*tileSize},
// {platform.studio->tic->ram.input.gamepads.first.a, platform.gamepad.part.a.x, platform.gamepad.part.a.y},
// {platform.studio->tic->ram.input.gamepads.first.b, platform.gamepad.part.b.x, platform.gamepad.part.b.y},
// {platform.studio->tic->ram.input.gamepads.first.x, platform.gamepad.part.x.x, platform.gamepad.part.x.y},
// {platform.studio->tic->ram.input.gamepads.first.y, platform.gamepad.part.y.x, platform.gamepad.part.y.y},
// };
{platform.studio->tic->ram.input.gamepads.first.a, platform.gamepad.part.a.x, platform.gamepad.part.a.y},
{platform.studio->tic->ram.input.gamepads.first.b, platform.gamepad.part.b.x, platform.gamepad.part.b.y},
{platform.studio->tic->ram.input.gamepads.first.x, platform.gamepad.part.x.x, platform.gamepad.part.x.y},
{platform.studio->tic->ram.input.gamepads.first.y, platform.gamepad.part.y.x, platform.gamepad.part.y.y},
};
// enum {ButtonsCount = 8};
enum {ButtonsCount = 8};
// for(s32 i = 0; i < COUNT_OF(Tiles); i++)
// {
// const Tile* tile = Tiles + i;
// SDL_Rect src = {(tile->press ? ButtonsCount + i : i) * TIC_SPRITESIZE, 0, TIC_SPRITESIZE, TIC_SPRITESIZE};
// SDL_Rect dest = {tile->x, tile->y, tileSize, tileSize};
for(s32 i = 0; i < COUNT_OF(Tiles); i++)
{
const Tile* tile = Tiles + i;
GPU_Rect src = {(tile->press ? ButtonsCount + i : i) * TIC_SPRITESIZE, 0, TIC_SPRITESIZE, TIC_SPRITESIZE};
GPU_Rect dest = {tile->x, tile->y, tileSize, tileSize};
// SDL_RenderCopy(platform.renderer, platform.gamepad.texture, &src, &dest);
// }
GPU_BlitScale(platform.gamepad.texture, &src, platform.gpu.screen, dest.x, dest.y,
(float)dest.w / TIC_SPRITESIZE, (float)dest.h / TIC_SPRITESIZE);
}
// if(!platform.gamepad.show && platform.gamepad.alpha)
// {
// enum {Step = 3};
if(!platform.gamepad.show && platform.gamepad.alpha)
{
enum {Step = 3};
// if(platform.gamepad.alpha - Step >= 0) platform.gamepad.alpha -= Step;
// else platform.gamepad.alpha = 0;
if(platform.gamepad.alpha - Step >= 0) platform.gamepad.alpha -= Step;
else platform.gamepad.alpha = 0;
// SDL_SetTextureAlphaMod(platform.gamepad.texture, platform.gamepad.alpha);
// }
GPU_SetRGBA(platform.gamepad.texture, 0xff, 0xff, 0xff, platform.gamepad.alpha);
}
// platform.gamepad.counter = platform.gamepad.touch.data ? 0 : platform.gamepad.counter+1;
platform.gamepad.counter = platform.gamepad.touch.data ? 0 : platform.gamepad.counter+1;
// // wait 5 seconds and hide touch gamepad
// if(platform.gamepad.counter >= 5 * TIC_FRAMERATE)
// platform.gamepad.show = false;
// wait 5 seconds and hide touch gamepad
if(platform.gamepad.counter >= 5 * TIC_FRAMERATE)
platform.gamepad.show = false;
}
static void blitCursor(const u8* in)
{
// if(!platform.mouse.texture)
// {
// platform.mouse.texture = SDL_CreateTexture(platform.renderer, STUDIO_PIXEL_FORMAT, SDL_TEXTUREACCESS_STREAMING, TIC_SPRITESIZE, TIC_SPRITESIZE);
// SDL_SetTextureBlendMode(platform.mouse.texture, SDL_BLENDMODE_BLEND);
// }
if(!platform.mouse.texture)
{
platform.mouse.texture = GPU_CreateImage(TIC_SPRITESIZE, TIC_SPRITESIZE, STUDIO_PIXEL_FORMAT);
GPU_SetAnchor(platform.mouse.texture, 0, 0);
GPU_SetImageFilter(platform.mouse.texture, GPU_FILTER_NEAREST);
}
// if(platform.mouse.src != in)
// {
// platform.mouse.src = in;
if(platform.mouse.src != in)
{
platform.mouse.src = in;
// void* pixels = NULL;
// s32 pitch = 0;
// SDL_LockTexture(platform.mouse.texture, NULL, &pixels, &pitch);
const u8* end = in + sizeof(tic_tile);
const u32* pal = tic_palette_blit(&platform.studio->tic->ram.vram.palette);
static u32 data[TIC_SPRITESIZE*TIC_SPRITESIZE];
u32* out = data;
// {
// const u8* end = in + sizeof(tic_tile);
// const u32* pal = tic_palette_blit(&platform.studio->tic->ram.vram.palette);
// u32* out = pixels;
while(in != end)
{
u8 low = *in & 0x0f;
u8 hi = (*in & 0xf0) >> TIC_PALETTE_BPP;
*out++ = low ? *(pal + low) : 0;
*out++ = hi ? *(pal + hi) : 0;
// while(in != end)
// {
// u8 low = *in & 0x0f;
// u8 hi = (*in & 0xf0) >> TIC_PALETTE_BPP;
// *out++ = low ? (*(pal + low) | 0xff000000) : 0;
// *out++ = hi ? (*(pal + hi) | 0xff000000) : 0;
in++;
}
// in++;
// }
// }
GPU_UpdateImageBytes(platform.mouse.texture, NULL, (const u8*)data, TIC_SPRITESIZE * sizeof(u32));
}
// SDL_UnlockTexture(platform.mouse.texture);
// }
SDL_Rect rect = {0, 0, 0, 0};
calcTextureRect(&rect);
s32 scale = rect.w / TIC80_WIDTH;
// SDL_Rect rect = {0, 0, 0, 0};
// calcTextureRect(&rect);
// s32 scale = rect.w / TIC80_WIDTH;
s32 mx, my;
SDL_GetMouseState(&mx, &my);
// SDL_Rect src = {0, 0, TIC_SPRITESIZE, TIC_SPRITESIZE};
// SDL_Rect dst = {0, 0, TIC_SPRITESIZE * scale, TIC_SPRITESIZE * scale};
if(platform.studio->config()->theme.cursor.pixelPerfect)
{
mx -= (mx - rect.x) % scale;
my -= (my - rect.y) % scale;
}
// SDL_GetMouseState(&dst.x, &dst.y);
// if(platform.studio->config()->theme.cursor.pixelPerfect)
// {
// dst.x -= (dst.x - rect.x) % scale;
// dst.y -= (dst.y - rect.y) % scale;
// }
// if(SDL_GetWindowFlags(platform.window) & SDL_WINDOW_MOUSE_FOCUS)
// SDL_RenderCopy(platform.renderer, platform.mouse.texture, &src, &dst);
if(SDL_GetWindowFlags(platform.window) & SDL_WINDOW_MOUSE_FOCUS)
GPU_BlitScale(platform.mouse.texture, NULL, platform.gpu.screen, mx, my, (float)scale, (float)scale);
}
static void renderCursor()
@ -891,7 +884,6 @@ static u64 getPerformanceFrequency()
static void goFullscreen()
{
GPU_SetFullscreen(GPU_GetFullscreen() ? false : true, true);
// SDL_SetWindowFullscreen(platform.window, SDL_GetWindowFlags(platform.window) & SDL_WINDOW_FULLSCREEN_DESKTOP ? 0 : SDL_WINDOW_FULLSCREEN_DESKTOP);
}
static void showMessageBox(const char* title, const char* message)
@ -994,38 +986,42 @@ static void gpuTick()
{
platform.studio->tick();
renderCursor();
renderGamepad();
GPU_UpdateImageBytes(platform.gpu.texture, NULL, (const u8*)tic->screen, TIC80_FULLWIDTH * sizeof(u32));
{
if(platform.gpu.useShader)
{
SDL_Rect rect = {0, 0, 0, 0};
calcTextureRect(&rect);
GPU_SetUniformf(GPU_GetUniformLocation(platform.gpu.crt_shader, "trg_x"), rect.x);
GPU_SetUniformf(GPU_GetUniformLocation(platform.gpu.crt_shader, "trg_y"), rect.y);
GPU_SetUniformf(GPU_GetUniformLocation(platform.gpu.crt_shader, "trg_w"), rect.w);
GPU_SetUniformf(GPU_GetUniformLocation(platform.gpu.crt_shader, "trg_h"), rect.h);
GPU_ActivateShaderProgram(platform.gpu.shader, &platform.gpu.block);
GPU_SetUniformf(GPU_GetUniformLocation(platform.gpu.shader, "trg_x"), rect.x);
GPU_SetUniformf(GPU_GetUniformLocation(platform.gpu.shader, "trg_y"), rect.y);
GPU_SetUniformf(GPU_GetUniformLocation(platform.gpu.shader, "trg_w"), rect.w);
GPU_SetUniformf(GPU_GetUniformLocation(platform.gpu.shader, "trg_h"), rect.h);
{
s32 w, h;
SDL_GetWindowSize(platform.window, &w, &h);
GPU_SetUniformf(GPU_GetUniformLocation(platform.gpu.crt_shader, "scr_w"), w);
GPU_SetUniformf(GPU_GetUniformLocation(platform.gpu.crt_shader, "scr_h"), h);
GPU_SetUniformf(GPU_GetUniformLocation(platform.gpu.shader, "scr_w"), w);
GPU_SetUniformf(GPU_GetUniformLocation(platform.gpu.shader, "scr_h"), h);
}
GPU_BlitScale(platform.gpu.texture, NULL, platform.gpu.screen, rect.x, rect.y, (float)rect.w / TIC80_FULLWIDTH, (float)rect.h / TIC80_FULLHEIGHT);
GPU_BlitScale(platform.gpu.texture, NULL, platform.gpu.screen, rect.x, rect.y,
(float)rect.w / TIC80_FULLWIDTH, (float)rect.h / TIC80_FULLHEIGHT);
GPU_ActivateShaderProgram(0, NULL);
}
else
{
blitGpuTexture(platform.gpu.screen, platform.gpu.texture);
}
}
renderCursor();
renderGamepad();
}
GPU_Flip(platform.gpu.screen);
@ -1083,40 +1079,53 @@ static void emsGpuTick()
#define SHADER(...) #__VA_ARGS__
u32 load_shader_program()
static void loadCrtShader()
{
static const char* VertexShader =
#include "ext/shader/common.vert"
;
static const char* VertexShader = "#version 100\n\
precision highp float;\n\
precision mediump int;\n\
attribute vec2 gpu_Vertex;\n\
attribute vec2 gpu_TexCoord;\n\
attribute mediump vec4 gpu_Color;\n\
uniform mat4 gpu_ModelViewProjectionMatrix;\n\
varying mediump vec4 color;\n\
varying vec2 texCoord;\n\
void main(void)\n\
{\n\
color = gpu_Color;\n\
texCoord = vec2(gpu_TexCoord);\n\
gl_Position = gpu_ModelViewProjectionMatrix * vec4(gpu_Vertex, 0.0, 1.0);\n\
}";
u32 v = GPU_CompileShader(GPU_VERTEX_SHADER, VertexShader);
u32 vertex = GPU_CompileShader(GPU_VERTEX_SHADER, VertexShader);
if(!v)
if(!vertex)
{
GPU_LogError("Failed to load vertex shader: %s\n", GPU_GetShaderMessage());
return;
}
static const char* PixelShader =
#include "ext/shader/crt-lottes.frag"
;
u32 f = GPU_CompileShader(GPU_PIXEL_SHADER, PixelShader);
u32 fragment = GPU_CompileShader(GPU_PIXEL_SHADER, PixelShader);
if(!f)
if(!fragment)
{
GPU_LogError("Failed to load fragment shader: %s\n", GPU_GetShaderMessage());
return;
}
u32 p = GPU_LinkShaders(v, f);
platform.gpu.shader = GPU_LinkShaders(vertex, fragment);
if(!p)
if(platform.gpu.shader)
{
platform.gpu.block = GPU_LoadShaderBlock(platform.gpu.shader, "gpu_Vertex", "gpu_TexCoord", "gpu_Color", "gpu_ModelViewProjectionMatrix");
GPU_ActivateShaderProgram(platform.gpu.shader, &platform.gpu.block);
}
else
GPU_LogError("Failed to link shader program: %s\n", GPU_GetShaderMessage());
return p;
}
{
GPU_ShaderBlock block = GPU_LoadShaderBlock(p, "gpu_Vertex", "gpu_TexCoord", "gpu_Color", "gpu_ModelViewProjectionMatrix");
GPU_ActivateShaderProgram(p, &block);
return p;
}
}
static s32 start(s32 argc, char **argv, const char* folder)
@ -1129,8 +1138,6 @@ static s32 start(s32 argc, char **argv, const char* folder)
platform.studio = studioInit(argc, argv, platform.audio.spec.freq, folder, &systemInterface);
initTouchGamepad();
enum{Width = TIC80_FULLWIDTH * STUDIO_UI_SCALE, Height = TIC80_FULLHEIGHT * STUDIO_UI_SCALE};
platform.window = SDL_CreateWindow( TIC_TITLE, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
@ -1142,14 +1149,16 @@ static s32 start(s32 argc, char **argv, const char* folder)
platform.gpu.screen = GPU_Init(Width, Height, GPU_INIT_DISABLE_VSYNC);
platform.gpu.texture = GPU_CreateImage(TIC80_FULLWIDTH, TIC80_FULLHEIGHT, GPU_FORMAT_RGBA);
initTouchGamepad();
platform.gpu.texture = GPU_CreateImage(TIC80_FULLWIDTH, TIC80_FULLHEIGHT, STUDIO_PIXEL_FORMAT);
GPU_SetAnchor(platform.gpu.texture, 0, 0);
GPU_SetImageFilter(platform.gpu.texture, GPU_FILTER_NEAREST);
platform.gpu.useShader = true;
if(platform.gpu.useShader)
platform.gpu.crt_shader = load_shader_program();
loadCrtShader();
#if defined(__EMSCRIPTEN__)
@ -1187,9 +1196,12 @@ static s32 start(s32 argc, char **argv, const char* folder)
closeNet(platform.net);
SDL_CloseAudioDevice(platform.audio.device);
if(platform.audio.cvt.buf)
SDL_free(platform.audio.cvt.buf);
if(platform.gpu.shader)
GPU_FreeShaderProgram(platform.gpu.shader);
GPU_FreeShaderProgram(platform.gpu.crt_shader);
GPU_FreeImage(platform.gpu.texture);
if(platform.gamepad.texture)
@ -1198,6 +1210,9 @@ static s32 start(s32 argc, char **argv, const char* folder)
if(platform.mouse.texture)
GPU_FreeImage(platform.mouse.texture);
SDL_DestroyWindow(platform.window);
SDL_CloseAudioDevice(platform.audio.device);
GPU_Quit();
return 0;

View File

@ -7,7 +7,7 @@
#include <time.h>
#include <SDL.h>
#define STUDIO_UI_SCALE 3
#define STUDIO_UI_SCALE 2
#define STUDIO_PIXEL_FORMAT SDL_PIXELFORMAT_ABGR8888
#define TEXTURE_SIZE (TIC80_FULLWIDTH)
#define OFFSET_LEFT ((TIC80_FULLWIDTH-TIC80_WIDTH)/2)