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4a2f2514ec
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48
src/system.c
48
src/system.c
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@ -207,10 +207,7 @@ static void initTouchGamepad()
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static void calcTextureRect(SDL_Rect* rect)
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{
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// SDL_GetWindowSize(platform.window, &rect->w, &rect->h);
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rect->w = TIC80_FULLWIDTH * STUDIO_UI_SCALE;
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rect->h = TIC80_FULLHEIGHT * STUDIO_UI_SCALE;
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SDL_GetWindowSize(platform.window, &rect->w, &rect->h);
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if (rect->w * TIC80_HEIGHT < rect->h * TIC80_WIDTH)
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{
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@ -563,7 +560,13 @@ static void pollEvent()
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case SDL_WINDOWEVENT:
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switch(event.window.event)
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{
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case SDL_WINDOWEVENT_RESIZED: updateGamepadParts(); break;
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case SDL_WINDOWEVENT_RESIZED:
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{
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s32 w = 0, h = 0;
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SDL_GetWindowSize(platform.window, &w, &h);
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GPU_SetWindowResolution(w, h);
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updateGamepadParts(); break;
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}
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case SDL_WINDOWEVENT_FOCUS_GAINED: platform.studio->updateProject(); break;
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}
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break;
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@ -654,6 +657,9 @@ static void blitSound()
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static void renderGamepad()
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{
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// TODO: uncomment this
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return;
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if(platform.gamepad.show || platform.gamepad.alpha); else return;
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const s32 tileSize = platform.gamepad.part.size;
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@ -704,6 +710,9 @@ static void blitCursor(const u8* in)
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{
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if(!platform.mouse.texture)
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{
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// TODO: uncomment this
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return;
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platform.mouse.texture = SDL_CreateTexture(platform.renderer, STUDIO_PIXEL_FORMAT, SDL_TEXTUREACCESS_STREAMING, TIC_SPRITESIZE, TIC_SPRITESIZE);
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SDL_SetTextureBlendMode(platform.mouse.texture, SDL_BLENDMODE_BLEND);
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}
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@ -1110,13 +1119,19 @@ static s32 start(s32 argc, char **argv, const char* folder)
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initTouchGamepad();
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GPU_Target* screen = GPU_Init(TIC80_FULLWIDTH * STUDIO_UI_SCALE, TIC80_FULLHEIGHT * STUDIO_UI_SCALE, GPU_INIT_DISABLE_VSYNC);
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enum{Width = TIC80_FULLWIDTH * STUDIO_UI_SCALE, Height = TIC80_FULLHEIGHT * STUDIO_UI_SCALE};
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platform.window = SDL_CreateWindow( TIC_TITLE, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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Width, Height, SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_OPENGL);
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GPU_SetInitWindow(SDL_GetWindowID(platform.window));
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GPU_Target* screen = GPU_Init(Width, Height, GPU_INIT_DISABLE_VSYNC);
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GPU_Image* texture = GPU_CreateImage(TIC80_FULLWIDTH, TIC80_FULLHEIGHT, GPU_FORMAT_BGRA);
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u32 crt_shader = 0;
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GPU_ShaderBlock crt_block = load_shader_program(&crt_shader, "data/shaders/common.vert", "data/shaders/crt-geom.frag");
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GPU_ActivateShaderProgram(crt_shader, &crt_block);
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load_shader_program(&crt_shader, "data/shaders/common.vert", "data/shaders/crt-geom.frag");
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{
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u64 nextTick = SDL_GetPerformanceCounter();
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const u64 Delta = SDL_GetPerformanceFrequency() / TIC_FRAMERATE;
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@ -1134,11 +1149,22 @@ static s32 start(s32 argc, char **argv, const char* folder)
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{
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platform.studio->tick();
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renderCursor();
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renderGamepad();
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GPU_UpdateImageBytes(texture, NULL, (const u8*)tic->screen, TIC80_FULLWIDTH * sizeof(u32));
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}
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GPU_BlitScale(texture, NULL, screen, TIC80_FULLWIDTH/2*STUDIO_UI_SCALE, TIC80_FULLHEIGHT/2*STUDIO_UI_SCALE, STUDIO_UI_SCALE, STUDIO_UI_SCALE);
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// GPU_Blit(texture, NULL, screen, TIC80_FULLWIDTH/2*STUDIO_UI_SCALE, TIC80_FULLHEIGHT/2*STUDIO_UI_SCALE);
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{
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SDL_Rect rect;
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calcTextureRect(&rect);
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float sx = (float)rect.w / TIC80_WIDTH;
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float sy = (float)rect.h / TIC80_HEIGHT;
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GPU_BlitScale(texture, NULL, screen,
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rect.x + rect.w/2, rect.y + rect.h/2, sx, sy);
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}
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GPU_Flip(screen);
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