Ticket #8251: sdl_gl.2.patch

File sdl_gl.2.patch, 3.6 KB (added by SF/luke_br, 21 years ago)

hotswap & aspect ratio => fixed

Line 
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2< SDL_SetGamma(1.25, 1.25, 1.25);
3---
4> // SDL_SetGamma(1.25, 1.25, 1.25);
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6>
7> tmpBlackRect.x = 0;
8> tmpBlackRect.y = 0;
9> tmpBlackRect.w = _screenWidth;
10> tmpBlackRect.h = 256-_screenHeight-_glScreenStart;
11>
12> if (!_adjustAspectRatio) {
13> // Don't use the whole screen (black borders)
14> fb2gl.init(0, 0, 0, 15, _glFlags);
15> _glScreenStart = _glBorderHeight;
16>
17> // Top black border
18> SDL_Rect blackrect = {
19> 0,
20> 0, // _glScreenStart,
21> _screenWidth,
22> _newShakePos + _glScreenStart
23> };
24>
25> SDL_FillRect(tmpSurface, &blackrect, 0);
26> fb2gl.blit16(tmpSurface, 1, &blackrect, 0, 0);
27>
28> // Bottom black border
29> int _glBottomOfGameScreen = _screenHeight +
30> _glScreenStart + _currentShakePos;
31>
32> tmpBlackRect.h = _glBottomOfTexture -
33> _glBottomOfGameScreen;
34>
35> SDL_FillRect(tmpSurface, &tmpBlackRect, 0);
36> fb2gl.blit16(tmpSurface, 1, &tmpBlackRect, 0,
37> _glBottomOfGameScreen);
38> } else {
39> // Use the whole screen
40> fb2gl.init(0, 0, 0, 72, _glFlags);
41> _glScreenStart = 0;
42> }
43>
44> // SDL_Rect redraw = {0, 0, _screenWidth, _screenHeight};
45> /// fb2gl.blit16(_tmpscreen, 1, &redraw, 0, _glScreenStart);
46> // fb2gl.display();
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48< tmpBlackRect.x = 0;
49< tmpBlackRect.y = 0;
50< tmpBlackRect.w = _screenWidth;
51< tmpBlackRect.h = 256-_screenHeight-_glScreenStart;
52<
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54< SDL_SetGamma(1.0, 1.0, 1.0);
55---
56> // SDL_SetGamma(1.0, 1.0, 1.0);
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58<
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60< if (_adjustAspectRatio) {
61< // Don't use the whole screen (black borders)
62< fb2gl.init(0, 0, 0, 15, _glFlags);
63< _glScreenStart = _glBorderHeight;
64< // Top black border
65< SDL_Rect blackrect = {
66< 0,
67< 0, // _glScreenStart,
68< _screenWidth,
69< _newShakePos + _glScreenStart
70< };
71<
72< SDL_FillRect(tmpSurface, &blackrect, 0);
73< fb2gl.blit16(tmpSurface, 1, &blackrect, 0, 0);
74<
75< // Bottom black border
76< int _glBottomOfGameScreen = _screenHeight +
77< _glScreenStart + _currentShakePos;
78---
79> // hotswap_gfx_mode();
80> if (!_adjustAspectRatio) {
81> // Don't use the whole screen (black borders)
82> fb2gl.init(0, 0, 0, 15, _glFlags);
83> _glScreenStart = _glBorderHeight;
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85< tmpBlackRect.h = _glBottomOfTexture -
86< _glBottomOfGameScreen;
87<
88< SDL_FillRect(tmpSurface, &tmpBlackRect, 0);
89< fb2gl.blit16(tmpSurface, 1, &tmpBlackRect, 0,
90< _glBottomOfGameScreen);
91< } else {
92< // Use the whole screen
93< fb2gl.init(0, 0, 0, 72, _glFlags);
94< _glScreenStart = 0;
95< }
96---
97> // Top black border
98> SDL_Rect blackrect = {
99> 0,
100> 0, // _glScreenStart,
101> _screenWidth,
102> _newShakePos + _glScreenStart
103> };
104>
105> SDL_FillRect(tmpSurface, &blackrect, 0);
106> fb2gl.blit16(tmpSurface, 1, &blackrect, 0, 0);
107>
108> // Bottom black border
109> int _glBottomOfGameScreen = _screenHeight +
110> _glScreenStart + _currentShakePos;
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112< SDL_Rect redraw = {0, 0, _screenWidth, _screenHeight};
113< fb2gl.blit16(_tmpscreen, 1, &redraw, 0, _glScreenStart);
114< fb2gl.display();
115---
116> tmpBlackRect.h = _glBottomOfTexture -
117> _glBottomOfGameScreen;
118>
119> SDL_FillRect(tmpSurface, &tmpBlackRect, 0);
120> fb2gl.blit16(tmpSurface, 1, &tmpBlackRect, 0,
121> _glBottomOfGameScreen);
122> } else {
123> // Use the whole screen
124> fb2gl.init(0, 0, 0, 72, _glFlags);
125> _glScreenStart = 0;
126> }
127>
128> SDL_Rect redraw = {0, 0, _screenWidth, _screenHeight};
129> fb2gl.blit16(_tmpscreen, 1, &redraw, 0, _glScreenStart);
130> fb2gl.display();
131>