There's no evidence Tags.h contained these variables (if anything, it
appears that Pixel manually declared them in every file that used
them).
gg Pixel
This matches the original EXE. I didn't catch it while doing the
ASM-accuracy checks because absolute addresses don't match yet.
Thanks to Gabe for noticing this.
Now the SDLSurface backend survives window resizes (also triggered by
alt-tabbing while in fullscreen), and the SDLTexture backend properly
regenerates its textures after a fullscreen alt-tab in DirectX mode.
Storytime: Cucky's original SDL2 port work involved using SDL2's
threading API to emulate the original WinAPI threading.
I can't be assed with that stuff, so I used the same trick Cucky did
for the Wii port, and hooked Organya up to the SDL2 audio callback.
This actually opens up the possibility for perfectly-synchronised
Organya playback. By that I mean, instead of needing a super
low-latency audio callback, I can have the callback synchronise its
audio mixing with Organya itself. I haven't done it yet, I plan to
soon.
Yay 100% hardware-acceleration. Yes, I know 2.1 is outdated and
crappy, but it was the easiest one to write. I'll probably make an
OpenGL 3.0 Core renderer at some point.
Anyway, font rendering isn't here yet, because I plan to overhaul it.
Also fixed the SDL_Window not being freed. This commit's a bit of a
blob, since I made a bunch of tweaks to Draw.cpp while adding the new
renderer. Don't worry though, I'll add the hardware accelerated code
back again soon. In fact, I've got an idea on how to make it even
faster, while still being able to survive render target losses.
Hopefully this software renderer will come in handy for the Wii U
port: its SDL2 port's hardware acceleration is broken, and the
SDL_Surface API is too slow.
Okay so WindowsWrapper.h now just includes Windows.h if it wants
non-portability. This meant I had to split the custom RECT struct
back to the original RECT and unknown nameless struct (one uses
left/right, while the other uses front/back).