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This commit is contained in:
BADIM-PC\Vadim 2018-02-20 16:55:29 +03:00
parent 4a2f2514ec
commit ea806471db
1 changed files with 37 additions and 11 deletions

View File

@ -207,10 +207,7 @@ static void initTouchGamepad()
static void calcTextureRect(SDL_Rect* rect)
{
// SDL_GetWindowSize(platform.window, &rect->w, &rect->h);
rect->w = TIC80_FULLWIDTH * STUDIO_UI_SCALE;
rect->h = TIC80_FULLHEIGHT * STUDIO_UI_SCALE;
SDL_GetWindowSize(platform.window, &rect->w, &rect->h);
if (rect->w * TIC80_HEIGHT < rect->h * TIC80_WIDTH)
{
@ -563,7 +560,13 @@ static void pollEvent()
case SDL_WINDOWEVENT:
switch(event.window.event)
{
case SDL_WINDOWEVENT_RESIZED: updateGamepadParts(); break;
case SDL_WINDOWEVENT_RESIZED:
{
s32 w = 0, h = 0;
SDL_GetWindowSize(platform.window, &w, &h);
GPU_SetWindowResolution(w, h);
updateGamepadParts(); break;
}
case SDL_WINDOWEVENT_FOCUS_GAINED: platform.studio->updateProject(); break;
}
break;
@ -654,6 +657,9 @@ static void blitSound()
static void renderGamepad()
{
// TODO: uncomment this
return;
if(platform.gamepad.show || platform.gamepad.alpha); else return;
const s32 tileSize = platform.gamepad.part.size;
@ -704,6 +710,9 @@ static void blitCursor(const u8* in)
{
if(!platform.mouse.texture)
{
// TODO: uncomment this
return;
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);
}
@ -1110,13 +1119,19 @@ static s32 start(s32 argc, char **argv, const char* folder)
initTouchGamepad();
GPU_Target* screen = GPU_Init(TIC80_FULLWIDTH * STUDIO_UI_SCALE, TIC80_FULLHEIGHT * STUDIO_UI_SCALE, GPU_INIT_DISABLE_VSYNC);
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,
Width, Height, SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_OPENGL);
GPU_SetInitWindow(SDL_GetWindowID(platform.window));
GPU_Target* screen = GPU_Init(Width, Height, GPU_INIT_DISABLE_VSYNC);
GPU_Image* texture = GPU_CreateImage(TIC80_FULLWIDTH, TIC80_FULLHEIGHT, GPU_FORMAT_BGRA);
u32 crt_shader = 0;
GPU_ShaderBlock crt_block = load_shader_program(&crt_shader, "data/shaders/common.vert", "data/shaders/crt-geom.frag");
GPU_ActivateShaderProgram(crt_shader, &crt_block);
load_shader_program(&crt_shader, "data/shaders/common.vert", "data/shaders/crt-geom.frag");
{
u64 nextTick = SDL_GetPerformanceCounter();
const u64 Delta = SDL_GetPerformanceFrequency() / TIC_FRAMERATE;
@ -1134,11 +1149,22 @@ static s32 start(s32 argc, char **argv, const char* folder)
{
platform.studio->tick();
renderCursor();
renderGamepad();
GPU_UpdateImageBytes(texture, NULL, (const u8*)tic->screen, TIC80_FULLWIDTH * sizeof(u32));
}
GPU_BlitScale(texture, NULL, screen, TIC80_FULLWIDTH/2*STUDIO_UI_SCALE, TIC80_FULLHEIGHT/2*STUDIO_UI_SCALE, STUDIO_UI_SCALE, STUDIO_UI_SCALE);
// GPU_Blit(texture, NULL, screen, TIC80_FULLWIDTH/2*STUDIO_UI_SCALE, TIC80_FULLHEIGHT/2*STUDIO_UI_SCALE);
{
SDL_Rect rect;
calcTextureRect(&rect);
float sx = (float)rect.w / TIC80_WIDTH;
float sy = (float)rect.h / TIC80_HEIGHT;
GPU_BlitScale(texture, NULL, screen,
rect.x + rect.w/2, rect.y + rect.h/2, sx, sy);
}
GPU_Flip(screen);