Tweak some variable naming
The enhanced branch calls them the 'internal *screen* width/height', which I think is more appropriate.
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d9e7ebac38
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59a8c2617f
5 changed files with 16 additions and 16 deletions
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@ -7,7 +7,7 @@
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typedef struct Backend_Surface Backend_Surface;
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typedef struct Backend_Glyph Backend_Glyph;
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Backend_Surface* Backend_Init(const char *window_title, int window_width, int window_height, BOOL fullscreen);
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Backend_Surface* Backend_Init(const char *window_title, int screen_width, int screen_height, BOOL fullscreen);
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void Backend_Deinit(void);
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void Backend_DrawScreen(void);
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Backend_Surface* Backend_CreateSurface(unsigned int width, unsigned int height);
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@ -517,7 +517,7 @@ static void GlyphBatch_DestroyTexture(SPRITEBATCH_U64 texture_id, void *udata)
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// Render-backend initialisation
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// ====================
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Backend_Surface* Backend_Init(const char *window_title, int window_width, int window_height, BOOL fullscreen)
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Backend_Surface* Backend_Init(const char *window_title, int screen_width, int screen_height, BOOL fullscreen)
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{
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#ifdef USE_OPENGLES2
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
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@ -531,7 +531,7 @@ Backend_Surface* Backend_Init(const char *window_title, int window_width, int wi
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
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#endif
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window = SDL_CreateWindow(window_title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, window_width, window_height, SDL_WINDOW_OPENGL);
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window = SDL_CreateWindow(window_title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, screen_width, screen_height, SDL_WINDOW_OPENGL);
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if (window != NULL)
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{
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@ -605,9 +605,9 @@ Backend_Surface* Backend_Init(const char *window_title, int window_width, int wi
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glGenTextures(1, &framebuffer.texture_id);
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glBindTexture(GL_TEXTURE_2D, framebuffer.texture_id);
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#ifdef USE_OPENGLES2
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, window_width, window_height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, screen_width, screen_height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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#else
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, window_width, window_height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, screen_width, screen_height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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#endif
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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@ -617,8 +617,8 @@ Backend_Surface* Backend_Init(const char *window_title, int window_width, int wi
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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#endif
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framebuffer.width = window_width;
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framebuffer.height = window_height;
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framebuffer.width = screen_width;
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framebuffer.height = screen_height;
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, framebuffer.texture_id, 0);
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glViewport(0, 0, framebuffer.width, framebuffer.height);
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@ -41,9 +41,9 @@ static void RectToSDLRect(const RECT *rect, SDL_Rect *sdl_rect)
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sdl_rect->h = 0;
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}
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Backend_Surface* Backend_Init(const char *window_title, int window_width, int window_height, BOOL fullscreen)
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Backend_Surface* Backend_Init(const char *window_title, int screen_width, int screen_height, BOOL fullscreen)
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{
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window = SDL_CreateWindow(window_title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, window_width, window_height, 0);
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window = SDL_CreateWindow(window_title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, screen_width, screen_height, 0);
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if (window != NULL)
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{
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@ -115,7 +115,7 @@ static void GlyphBatch_DestroyTexture(SPRITEBATCH_U64 texture_id, void *udata)
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SDL_DestroyTexture((SDL_Texture*)texture_id);
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}
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Backend_Surface* Backend_Init(const char *window_title, int window_width, int window_height, BOOL fullscreen)
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Backend_Surface* Backend_Init(const char *window_title, int screen_width, int screen_height, BOOL fullscreen)
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{
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puts("Available SDL2 render drivers:");
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@ -126,7 +126,7 @@ Backend_Surface* Backend_Init(const char *window_title, int window_width, int wi
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puts(info.name);
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}
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window = SDL_CreateWindow(window_title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, window_width, window_height, 0);
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window = SDL_CreateWindow(window_title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, screen_width, screen_height, 0);
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if (window != NULL)
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{
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@ -154,12 +154,12 @@ Backend_Surface* Backend_Init(const char *window_title, int window_width, int wi
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SDL_GetRendererInfo(renderer, &info);
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printf("Selected SDL2 render driver: %s\n", info.name);
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framebuffer.texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_TARGET, window_width, window_height);
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framebuffer.texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_TARGET, screen_width, screen_height);
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if (framebuffer.texture != NULL)
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{
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framebuffer.width = window_width;
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framebuffer.height = window_height;
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framebuffer.width = screen_width;
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framebuffer.height = screen_height;
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// Set-up glyph-batcher
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spritebatch_config_t config;
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@ -36,9 +36,9 @@ static Backend_Surface framebuffer;
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static unsigned char glyph_colour_channels[3];
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static Backend_Surface *glyph_destination_surface;
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Backend_Surface* Backend_Init(const char *window_title, int window_width, int window_height, BOOL fullscreen)
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Backend_Surface* Backend_Init(const char *window_title, int screen_width, int screen_height, BOOL fullscreen)
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{
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window = SDL_CreateWindow(window_title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, window_width, window_height, 0);
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window = SDL_CreateWindow(window_title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, screen_width, screen_height, 0);
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if (window != NULL)
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{
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