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								src/system.c
									
									
									
									
									
								
							
							
						
						
									
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								src/system.c
									
									
									
									
									
								
							@@ -565,6 +565,7 @@ static void pollEvent()
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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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@@ -640,6 +641,41 @@ static void blitTexture()
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	}
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}
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static void blitGpuTexture(GPU_Target* screen, GPU_Image* texture)
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{
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	SDL_Rect rect = {0, 0, 0, 0};
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	calcTextureRect(&rect);
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	enum {Header = OFFSET_TOP, Top = OFFSET_TOP, Left = OFFSET_LEFT};
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	s32 width = 0;
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	SDL_GetWindowSize(platform.window, &width, NULL);
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	{
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		GPU_Rect srcRect = {0, 0, TIC80_FULLWIDTH, Header};
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		GPU_Rect dstRect = {0, 0, width, rect.y};
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		GPU_BlitScale(texture, &srcRect, screen, dstRect.x, dstRect.y, dstRect.w / srcRect.w, dstRect.h / srcRect.h);
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	}
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	{
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		GPU_Rect srcRect = {0, TIC80_FULLHEIGHT - Header, TIC80_FULLWIDTH, Header};
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		GPU_Rect dstRect = {0, rect.y + rect.h, width, rect.y};
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		GPU_BlitScale(texture, &srcRect, screen, dstRect.x, dstRect.y, dstRect.w / srcRect.w, dstRect.h / srcRect.h);
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	}
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	{
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		GPU_Rect srcRect = {0, Header, Left, TIC80_HEIGHT};
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		GPU_Rect dstRect = {0, rect.y, width, rect.h};
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		GPU_BlitScale(texture, &srcRect, screen, dstRect.x, dstRect.y, dstRect.w / srcRect.w, dstRect.h / srcRect.h);
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	}
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	{
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		GPU_Rect srcRect = {Left, Top, TIC80_WIDTH, TIC80_HEIGHT};
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		GPU_Rect dstRect = {rect.x, rect.y, rect.w, rect.h};
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		GPU_BlitScale(texture, &srcRect, screen, dstRect.x, dstRect.y, dstRect.w / srcRect.w, dstRect.h / srcRect.h);
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	}
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}
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static void blitSound()
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{
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	tic_mem* tic = platform.studio->tic;
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@@ -1122,13 +1158,14 @@ static s32 start(s32 argc, char **argv, const char* folder)
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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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		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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	GPU_SetAnchor(texture, 0, 0);
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	GPU_SetImageFilter(texture, GPU_FILTER_NEAREST);
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	u32 crt_shader = 0;
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@@ -1154,17 +1191,8 @@ static s32 start(s32 argc, char **argv, const char* folder)
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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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				{
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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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					blitGpuTexture(screen, texture);
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				}
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				GPU_Flip(screen);
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