Removed non-float versions of SDL render API drawing functions
This simplifies the API and removes a level of API translation between the int variants of the functions and the float implementation Fixes https://github.com/libsdl-org/SDL/issues/6656
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@@ -687,11 +687,11 @@ void loop(void *arg)
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if (SDL_GetGamepadButton(gamepad, (SDL_GamepadButton)i) == SDL_PRESSED) {
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SDL_bool on_front = (i < SDL_GAMEPAD_BUTTON_PADDLE1 || i > SDL_GAMEPAD_BUTTON_PADDLE4);
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if (on_front == showing_front) {
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SDL_Rect dst;
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dst.x = button_positions[i].x;
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dst.y = button_positions[i].y;
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dst.w = BUTTON_SIZE;
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dst.h = BUTTON_SIZE;
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SDL_FRect dst;
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dst.x = (float)button_positions[i].x;
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dst.y = (float)button_positions[i].y;
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dst.w = (float)BUTTON_SIZE;
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dst.h = (float)BUTTON_SIZE;
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SDL_RenderTextureRotated(screen, button_texture, NULL, &dst, 0, NULL, SDL_FLIP_NONE);
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}
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}
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@@ -703,19 +703,19 @@ void loop(void *arg)
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const Sint16 value = SDL_GetGamepadAxis(gamepad, (SDL_GamepadAxis)(i));
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if (value < -deadzone) {
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const double angle = axis_positions[i].angle;
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SDL_Rect dst;
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dst.x = axis_positions[i].x;
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dst.y = axis_positions[i].y;
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dst.w = AXIS_SIZE;
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dst.h = AXIS_SIZE;
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SDL_FRect dst;
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dst.x = (float)axis_positions[i].x;
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dst.y = (float)axis_positions[i].y;
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dst.w = (float)AXIS_SIZE;
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dst.h = (float)AXIS_SIZE;
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SDL_RenderTextureRotated(screen, axis_texture, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
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} else if (value > deadzone) {
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const double angle = axis_positions[i].angle + 180.0;
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SDL_Rect dst;
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dst.x = axis_positions[i].x;
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dst.y = axis_positions[i].y;
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dst.w = AXIS_SIZE;
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dst.h = AXIS_SIZE;
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SDL_FRect dst;
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dst.x = (float)axis_positions[i].x;
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dst.y = (float)axis_positions[i].y;
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dst.w = (float)AXIS_SIZE;
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dst.h = (float)AXIS_SIZE;
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SDL_RenderTextureRotated(screen, axis_texture, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
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}
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}
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