SDL - shrink screen on Ouya for SW video mode

This commit is contained in:
pelya
2013-09-09 00:13:12 +03:00
parent cd24130372
commit 24273d2e8e
5 changed files with 233 additions and 34 deletions

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@@ -1,51 +1,219 @@
# The application settings for Android libSDL port
AppSettingVersion=17
AppSettingVersion=19
# libSDL version to use (1.2 or 1.3, specify 1.3 for SDL2)
LibSdlVersion=1.2
# Specify application name (e.x. My Application)
AppName="Biniax2"
# Specify reversed site name of application (e.x. com.mysite.myapp)
AppFullName=com.biniax.sdl
# Specify screen orientation: (v)ertical/(p)ortrait or (h)orizontal/(l)andscape
ScreenOrientation=h
# Do not allow device to sleep when the application is in foreground, set this for video players or apps which use accelerometer
InhibitSuspend=y
# Specify path to download application data in zip archive in the form 'Description|URL|MirrorURL^Description2|URL2|MirrorURL2^...'
# If you'll start Description with '!' symbol it will be enabled by default, other downloads should be selected by user from startup config menu
# If the URL in in the form ':dir/file.dat:http://URL/' it will be downloaded as binary BLOB to the application dir and not unzipped
# If the URL does not contain 'http://' it is treated as file from 'project/jni/application/src/AndroidData' dir -
# these files are put inside .apk package by build system
# Also please avoid 'https://' URLs, many Android devices do not have trust certificates and will fail to connect to SF.net over HTTPS
AppDataDownloadUrl="!Game data|data3.zip"
# Video color depth - 16 BPP is the fastest and supported for all modes, 24 bpp is supported only
# with SwVideoMode=y, SDL_OPENGL mode supports everything. (16)/(24)/(32)
VideoDepthBpp=16
# Enable OpenGL depth buffer (needed only for 3-d applications, small speed decrease) (y) or (n)
NeedDepthBuffer=n
# Enable OpenGL stencil buffer (needed only for 3-d applications, small speed decrease) (y) or (n)
NeedStencilBuffer=n
# Try to use GLES 2.x context - will revert to GLES 1.X if unsupported by device
# you need this option only if you're developing 3-d app (y) or (n)
NeedGles2=n
# Application uses software video buffer - you're calling SDL_SetVideoMode() without SDL_HWSURFACE and without SDL_OPENGL,
# this will allow small speed optimization. Enable this even when you're using SDL_HWSURFACE. (y) or (n)
SwVideoMode=y
# Application video output will be resized to fit into native device screen (y)/(n)
SdlVideoResize=y
# Application resizing will keep 4:3 aspect ratio, with black bars at sides (y)/(n)
SdlVideoResizeKeepAspect=n
# Application does not call SDL_Flip() or SDL_UpdateRects() appropriately, or draws from non-main thread -
# enabling the compatibility mode will force screen update every 100 milliseconds, which is laggy and inefficient (y) or (n)
CompatibilityHacks=n
# Application initializes SDL audio/video inside static constructors (which is bad, you won't be able to run ndk-gdb) (y)/(n)
CompatibilityHacksStaticInit=n
# On-screen Android soft text input emulates hardware keyboard, this will only work with Hackers Keyboard app (y)/(n)
CompatibilityHacksTextInputEmulatesHwKeyboard=n
# Hack for broken devices: prevent audio chopping, by sleeping a bit after pushing each audio chunk (y)/(n)
CompatibilityHacksPreventAudioChopping=n
# Hack for broken apps: application ignores audio buffer size returned by SDL (y)/(n)
CompatibilityHacksAppIgnoresAudioBufferSize=n
# Hack for VCMI: preload additional shared libraries before aplication start
CompatibilityHacksAdditionalPreloadedSharedLibraries=""
# Hack for Free Heroes 2, which redraws the screen inside SDL_PumpEvents(): slow and compatible SDL event queue -
# do not use it with accelerometer/gyroscope, or your app may freeze at random (y)/(n)
CompatibilityHacksSlowCompatibleEventQueue=n
# Save and restore OpenGL state when drawing on-screen keyboard for apps that use SDL_OPENGL
CompatibilityHacksTouchscreenKeyboardSaveRestoreOpenGLState=
# Application uses mouse (y) or (n), this will show mouse emulation dialog to the user
AppUsesMouse=y
# Application needs two-button mouse, will also enable advanced point-and-click features (y) or (n)
AppNeedsTwoButtonMouse=n
# Show SDL mouse cursor, for applications that do not draw cursor at all (y) or (n)
ShowMouseCursor=n
# Force relative (laptop) mouse movement mode, useful when both on-screen keyboard and mouse are needed (y) or (n)
ForceRelativeMouseMode=n
# Application needs arrow keys (y) or (n), will show on-screen dpad/joystick (y) or (n)
AppNeedsArrowKeys=n
# Application needs text input (y) or (n), enables button for text input on screen
AppNeedsTextInput=n
# Application uses joystick (y) or (n), the on-screen DPAD will be used as joystick 0 axes 0-1
AppUsesJoystick=n
# Application uses second on-screen joystick, as SDL joystick 0 axes 2-3 (y)/(n)
AppUsesSecondJoystick=n
# Application uses accelerometer (y) or (n), the accelerometer will be used as joystick 1 axes 0-1 and 5-7
AppUsesAccelerometer=n
# Application uses gyroscope (y) or (n), the gyroscope will be used as joystick 1 axes 2-4
AppUsesGyroscope=n
# Application uses multitouch (y) or (n), multitouch events are passed as SDL_JOYBALLMOTION events for the joystick 0
AppUsesMultitouch=n
# Application records audio (it will use any available source, such a s microphone)
# API is defined in file SDL_android.h: int SDL_ANDROID_OpenAudioRecording(SDL_AudioSpec *spec); void SDL_ANDROID_CloseAudioRecording(void);
# This option will add additional permission to Android manifest (y)/(n)
AppRecordsAudio=n
# Application implements Android-specific routines to put to background, and will not draw anything to screen
# between SDL_ACTIVEEVENT lost / gained notifications - you should check for them
# rigth after SDL_Flip(), if (n) then SDL_Flip() will block till app in background (y) or (n)
# This option is reported to be buggy, sometimes failing to restore video state
NonBlockingSwapBuffers=n
# Redefine common hardware keys to SDL keysyms
# BACK hardware key is available on all devices, MENU is available on pre-ICS devices, other keys may be absent
# SEARCH and CALL by default return same keycode as DPAD_CENTER - one of those keys is available on most devices
# Use word NO_REMAP if you want to preserve native functionality for certain key (volume keys are 3-rd and 4-th)
# Keys: TOUCHSCREEN (works only when AppUsesMouse=n), DPAD_CENTER/SEARCH, VOLUMEUP, VOLUMEDOWN, MENU, BACK, CAMERA
RedefinedKeys="RETURN"
# Number of virtual keyboard keys (currently 6 is maximum)
AppTouchscreenKeyboardKeysAmount=0
# Number of virtual keyboard keys that support autofire (currently 2 is maximum)
AppTouchscreenKeyboardKeysAmountAutoFire=0
# Redefine on-screen keyboard keys to SDL keysyms - 6 keyboard keys + 4 multitouch gestures (zoom in/out and rotate left/right)
RedefinedKeysScreenKb="RETURN SPACE"
# Names for on-screen keyboard keys, such as Fire, Jump, Run etc, separated by spaces, they are used in SDL config menu
RedefinedKeysScreenKbNames="RETURN SPACE"
# Redefine gamepad keys to SDL keysyms, button order is:
# A B X Y L1 R1 L2 R2 LThumb RThumb
RedefinedKeysGamepad="RETURN ESCAPE"
# How long to show startup menu button, in msec, 0 to disable startup menu
StartupMenuButtonTimeout=0
HiddenMenuOptions='DisplaySizeConfig MouseConfigMainMenu'
# Menu items to hide from startup menu, available menu items:
# SettingsMenu.OkButton SettingsMenu.DummyMenu SettingsMenu.MainMenu SettingsMenuMisc.DownloadConfig SettingsMenuMisc.OptionalDownloadConfig SettingsMenuMisc.AudioConfig SettingsMenuMisc.VideoSettingsConfig SettingsMenuMisc.ShowReadme SettingsMenuMisc.GyroscopeCalibration SettingsMenuMisc.ResetToDefaultsConfig SettingsMenuMouse.MouseConfigMainMenu SettingsMenuMouse.DisplaySizeConfig SettingsMenuMouse.LeftClickConfig SettingsMenuMouse.RightClickConfig SettingsMenuMouse.AdditionalMouseConfig SettingsMenuMouse.JoystickMouseConfig SettingsMenuMouse.TouchPressureMeasurementTool SettingsMenuMouse.CalibrateTouchscreenMenu SettingsMenuKeyboard.KeyboardConfigMainMenu SettingsMenuKeyboard.ScreenKeyboardSizeConfig SettingsMenuKeyboard.ScreenKeyboardDrawSizeConfig SettingsMenuKeyboard.ScreenKeyboardThemeConfig SettingsMenuKeyboard.ScreenKeyboardTransparencyConfig SettingsMenuKeyboard.RemapHwKeysConfig SettingsMenuKeyboard.RemapScreenKbConfig SettingsMenuKeyboard.ScreenGesturesConfig SettingsMenuKeyboard.CustomizeScreenKbLayout
HiddenMenuOptions='SettingsMenuMouse.DisplaySizeConfig SettingsMenuMouse.MouseConfigMainMenu'
# Menu items to show at startup - this is Java code snippet, leave empty for default
# new SettingsMenuMisc.ShowReadme(), (AppUsesMouse \&\& \! ForceRelativeMouseMode \? new SettingsMenuMouse.DisplaySizeConfig(true) : new SettingsMenu.DummyMenu()), new SettingsMenuMisc.OptionalDownloadConfig(true), new SettingsMenuMisc.GyroscopeCalibration()
# Available menu items:
# SettingsMenu.OkButton SettingsMenu.DummyMenu SettingsMenu.MainMenu SettingsMenuMisc.DownloadConfig SettingsMenuMisc.OptionalDownloadConfig SettingsMenuMisc.AudioConfig SettingsMenuMisc.VideoSettingsConfig SettingsMenuMisc.ShowReadme SettingsMenuMisc.GyroscopeCalibration SettingsMenuMisc.ResetToDefaultsConfig SettingsMenuMouse.MouseConfigMainMenu SettingsMenuMouse.DisplaySizeConfig SettingsMenuMouse.LeftClickConfig SettingsMenuMouse.RightClickConfig SettingsMenuMouse.AdditionalMouseConfig SettingsMenuMouse.JoystickMouseConfig SettingsMenuMouse.TouchPressureMeasurementTool SettingsMenuMouse.CalibrateTouchscreenMenu SettingsMenuKeyboard.KeyboardConfigMainMenu SettingsMenuKeyboard.ScreenKeyboardSizeConfig SettingsMenuKeyboard.ScreenKeyboardDrawSizeConfig SettingsMenuKeyboard.ScreenKeyboardThemeConfig SettingsMenuKeyboard.ScreenKeyboardTransparencyConfig SettingsMenuKeyboard.RemapHwKeysConfig SettingsMenuKeyboard.RemapScreenKbConfig SettingsMenuKeyboard.ScreenGesturesConfig SettingsMenuKeyboard.CustomizeScreenKbLayout
FirstStartMenuOptions=''
# Enable multi-ABI binary, with hardware FPU support - it will also work on old devices,
# but .apk size is 2x bigger (y) / (n) / (x86) / (all)
MultiABI=n
# Minimum amount of RAM application requires, in Mb, SDL will print warning to user if it's lower
AppMinimumRAM=0
# Application version code (integer)
AppVersionCode=1401
# Application user-visible version name (string)
AppVersionName="1.4.01"
# Reset SDL config when updating application to the new version (y) / (n)
ResetSdlConfigForThisVersion=n
# Delete application data files when upgrading (specify file/dir paths separated by spaces)
DeleteFilesOnUpgrade="%"
# Optional shared libraries to compile - removing some of them will save space
# MP3 support by libMAD is encumbered by patents and libMAD is GPL-ed
# Available libraries: mad (GPL-ed!) sdl_mixer sdl_image sdl_ttf sdl_net sdl_blitpool sdl_gfx sdl_sound intl xml2 lua jpeg png ogg flac tremor vorbis freetype xerces curl theora fluidsynth lzma lzo2 mikmod openal timidity zzip bzip2 yaml-cpp python boost_date_time boost_filesystem boost_iostreams boost_program_options boost_regex boost_signals boost_system boost_thread glu avcodec avdevice avfilter avformat avresample avutil swscale swresample bzip2
CompiledLibraries="sdl_image sdl_mixer"
# Application uses custom build script AndroidBuild.sh instead of Android.mk (y) or (n)
CustomBuildScript=n
# Aditional CFLAGS for application
AppCflags=''
# Additional LDFLAGS for application
AppLdflags=''
# If application has headers with the same name as system headers, this option tries to fix compiler flags to make it compilable
AppOverlapsSystemHeaders=
# Build only following subdirs (empty will build all dirs, ignored with custom script)
AppSubdirsBuild='src/*'
# Exclude these files from build
AppBuildExclude=''
# Application command line parameters, including app name as 0-th param
AppCmdline=''
# Here you may type readme text, which will be shown during startup. Format is:
# Text in English, use \\\\n to separate lines^de:Text in Deutsch^ru:Text in Russian, and so on (that's four backslashes, nice isn't it?)
ReadmeText='^.'
# Screen size is used by Google Play to prevent an app to be installed on devices with smaller screens
# Minimum screen size that application supports: (s)mall / (m)edium / (l)arge
MinimumScreenSize=n
# Your AdMob Publisher ID, (n) if you don't want advertisements
AdmobPublisherId=n
# Your AdMob test device ID, to receive a test ad
AdmobTestDeviceId=
# Your AdMob banner size (BANNER/IAB_BANNER/IAB_LEADERBOARD/IAB_MRECT/IAB_WIDE_SKYSCRAPER/SMART_BANNER)
AdmobBannerSize=

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@@ -41,6 +41,7 @@
#include <sys/time.h>
#include <time.h>
#include <stdint.h>
#include <stdlib.h>
#include <math.h>
#include <string.h> // for memset()
#include <dlfcn.h>
@@ -381,9 +382,54 @@ SDL_Surface *ANDROID_SetVideoMode(_THIS, SDL_Surface *current,
{
SDL_DisplayMode mode;
SDL_RendererInfo SDL_VideoRendererInfo;
SDL_Rect window;
SDL_ANDROID_sWindowWidth = SDL_ANDROID_sRealWindowWidth;
SDL_ANDROID_sWindowHeight = SDL_ANDROID_sRealWindowHeight;
SDL_ANDROID_ForceClearScreenRectAmount = 0;
if( SDL_ANDROID_ScreenKeep43Ratio )
{
SDL_ANDROID_sWindowWidth = (SDL_ANDROID_sFakeWindowWidth * SDL_ANDROID_sRealWindowHeight) / SDL_ANDROID_sFakeWindowHeight;
SDL_ANDROID_TouchscreenCalibrationWidth = SDL_ANDROID_sWindowWidth;
SDL_ANDROID_ForceClearScreenRectAmount = 2;
}
window.x = (SDL_ANDROID_sRealWindowWidth - SDL_ANDROID_sWindowWidth) / 2;
window.y = 0;
window.w = width;
window.h = height;
if( getenv("OUYA") )
{
// Leave 10% at the borders blank, because all TVs have crazy thick edges and not enough pixels
// Also this is enforced by Ouya guidelines, so there's not much choice.
window.x += window.w / 10;
window.y += window.h / 10;
window.w -= window.w / 5;
window.h -= window.h / 5;
SDL_ANDROID_ForceClearScreenRectAmount = 4;
}
SDL_ANDROID_ForceClearScreenRect[0].x = 0;
SDL_ANDROID_ForceClearScreenRect[0].y = 0;
SDL_ANDROID_ForceClearScreenRect[0].w = window.x;
SDL_ANDROID_ForceClearScreenRect[0].h = SDL_ANDROID_sRealWindowHeight;
SDL_ANDROID_ForceClearScreenRect[1].x = SDL_ANDROID_sRealWindowWidth - window.x;
SDL_ANDROID_ForceClearScreenRect[1].y = 0;
SDL_ANDROID_ForceClearScreenRect[1].w = window.x;
SDL_ANDROID_ForceClearScreenRect[1].h = SDL_ANDROID_sRealWindowHeight;
SDL_ANDROID_ForceClearScreenRect[2].x = window.x;
SDL_ANDROID_ForceClearScreenRect[2].y = 0;
SDL_ANDROID_ForceClearScreenRect[2].w = SDL_ANDROID_sRealWindowWidth - window.x * 2;
SDL_ANDROID_ForceClearScreenRect[2].h = window.y;
SDL_ANDROID_ForceClearScreenRect[3].x = window.x;
SDL_ANDROID_ForceClearScreenRect[3].y = SDL_ANDROID_sRealWindowHeight - window.y;
SDL_ANDROID_ForceClearScreenRect[3].w = SDL_ANDROID_sRealWindowWidth - window.x * 2;
SDL_ANDROID_ForceClearScreenRect[3].h = window.y;
SDL_SelectVideoDisplay(0);
SDL_VideoWindow = SDL_CreateWindow("", (SDL_ANDROID_sRealWindowWidth-SDL_ANDROID_sWindowWidth)/2, 0, width, height, SDL_WINDOW_SHOWN | SDL_WINDOW_BORDERLESS | SDL_WINDOW_OPENGL);
SDL_VideoWindow = SDL_CreateWindow("", window.x, window.y, window.w, window.h, SDL_WINDOW_SHOWN | SDL_WINDOW_BORDERLESS | SDL_WINDOW_OPENGL);
SDL_memset(&mode, 0, sizeof(mode));
mode.format = PixelFormatEnum;
@@ -423,7 +469,7 @@ SDL_Surface *ANDROID_SetVideoMode(_THIS, SDL_Surface *current,
DEBUGOUT("ANDROID_SetVideoMode() HwSurfaceCount %d HwSurfaceList %p", HwSurfaceCount, HwSurfaceList);
}
glViewport(0, 0, SDL_ANDROID_sRealWindowWidth, SDL_ANDROID_sRealWindowHeight);
glOrthof(0, SDL_ANDROID_sRealWindowWidth, SDL_ANDROID_sWindowHeight, 0, 0, 1);
glOrthof(0, SDL_ANDROID_sRealWindowWidth, SDL_ANDROID_sRealWindowHeight, 0, 0, 1);
}
/* Allocate the new pixel format for the screen */

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@@ -54,7 +54,9 @@ int SDL_ANDROID_sWindowHeight = 0;
int SDL_ANDROID_sRealWindowWidth = 0;
int SDL_ANDROID_sRealWindowHeight = 0;
SDL_Rect SDL_ANDROID_ForceClearScreenRect[2] = { { 0, 0, 0, 0 }, { 0, 0, 0, 0 } };
int SDL_ANDROID_ScreenKeep43Ratio = 0;
SDL_Rect SDL_ANDROID_ForceClearScreenRect[4] = { { 0, 0, 0, 0 }, { 0, 0, 0, 0 }, { 0, 0, 0, 0 }, { 0, 0, 0, 0 } };
int SDL_ANDROID_ForceClearScreenRectAmount = 0;
// Extremely wicked JNI environment to call Java functions from C code
@@ -162,38 +164,16 @@ int SDL_ANDROID_CallJavaSwapBuffers()
JNIEXPORT void JNICALL
JAVA_EXPORT_NAME(DemoRenderer_nativeResize) ( JNIEnv* env, jobject thiz, jint w, jint h, jint keepRatio )
{
if( SDL_ANDROID_sWindowWidth == 0 )
if( SDL_ANDROID_sRealWindowWidth == 0 )
{
SDL_ANDROID_sRealWindowWidth = w;
SDL_ANDROID_sRealWindowHeight = h;
#if SDL_VERSION_ATLEAST(1,3,0)
// Not supported in SDL 1.3
#else
if( keepRatio )
{
// TODO: tweak that parameters when app calls SetVideoMode(), not here - app may request something else than 640x480, it's okay for most apps though
SDL_ANDROID_sWindowWidth = (SDL_ANDROID_sFakeWindowWidth*h)/SDL_ANDROID_sFakeWindowHeight;
SDL_ANDROID_sWindowHeight = h;
SDL_ANDROID_ForceClearScreenRect[0].x = 0;
SDL_ANDROID_ForceClearScreenRect[0].y = 0;
SDL_ANDROID_ForceClearScreenRect[0].w = (SDL_ANDROID_sRealWindowWidth - SDL_ANDROID_sWindowWidth) / 2;
SDL_ANDROID_ForceClearScreenRect[0].h = h;
SDL_ANDROID_ForceClearScreenRect[1].x = SDL_ANDROID_sRealWindowWidth - SDL_ANDROID_ForceClearScreenRect[0].w;
SDL_ANDROID_ForceClearScreenRect[1].y = 0;
SDL_ANDROID_ForceClearScreenRect[1].w = SDL_ANDROID_ForceClearScreenRect[0].w;
SDL_ANDROID_ForceClearScreenRect[1].h = h;
SDL_ANDROID_ForceClearScreenRectAmount = 2;
}
else
#endif
{
SDL_ANDROID_sWindowWidth = w;
SDL_ANDROID_sWindowHeight = h;
SDL_ANDROID_ForceClearScreenRectAmount = 0;
}
__android_log_print(ANDROID_LOG_INFO, "libSDL", "Physical screen resolution is %dx%d, virtual screen %dx%d", w, h, SDL_ANDROID_sWindowWidth, SDL_ANDROID_sWindowHeight );
SDL_ANDROID_sWindowWidth = w;
SDL_ANDROID_sWindowHeight = h;
SDL_ANDROID_TouchscreenCalibrationWidth = SDL_ANDROID_sWindowWidth;
SDL_ANDROID_TouchscreenCalibrationHeight = SDL_ANDROID_sWindowHeight;
SDL_ANDROID_ScreenKeep43Ratio = keepRatio;
__android_log_print(ANDROID_LOG_INFO, "libSDL", "Physical screen resolution is %dx%d", w, h );
}
}

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@@ -36,6 +36,7 @@ extern int SDL_ANDROID_sRealWindowWidth;
extern int SDL_ANDROID_sRealWindowHeight;
extern int SDL_ANDROID_sFakeWindowWidth; // SDL 1.2 only
extern int SDL_ANDROID_sFakeWindowHeight; // SDL 1.2 only
extern int SDL_ANDROID_ScreenKeep43Ratio;
extern int SDL_ANDROID_TouchscreenCalibrationWidth;
extern int SDL_ANDROID_TouchscreenCalibrationHeight;
extern int SDL_ANDROID_TouchscreenCalibrationX;

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@@ -2787,6 +2787,7 @@ SDL_RenderCopy(SDL_Texture * texture, const SDL_Rect * srcrect,
return 0;
}
}
__android_log_print(ANDROID_LOG_INFO, "libSDL", "SDL_RenderCopy src %d:%d+%d+%d ", (int)real_srcrect.x, (int)real_srcrect.y, (int)real_srcrect.w, (int)real_srcrect.h);
real_dstrect.x = 0;
real_dstrect.y = 0;
@@ -2796,6 +2797,7 @@ SDL_RenderCopy(SDL_Texture * texture, const SDL_Rect * srcrect,
if (!SDL_IntersectRect(dstrect, &real_dstrect, &real_dstrect)) {
return 0;
}
#if !(SDL_VIDEO_RENDER_RESIZE)
/* Clip srcrect by the same amount as dstrect was clipped */
if (dstrect->w != real_dstrect.w) {
int deltax = (real_dstrect.x - dstrect->x);
@@ -2809,9 +2811,11 @@ SDL_RenderCopy(SDL_Texture * texture, const SDL_Rect * srcrect,
real_srcrect.y += (deltay * real_srcrect.h) / dstrect->h;
real_srcrect.h += (deltah * real_srcrect.h) / dstrect->h;
}
#endif
}
#if SDL_VIDEO_RENDER_RESIZE
__android_log_print(ANDROID_LOG_INFO, "libSDL", "SDL_RenderCopy src %d:%d+%d+%d dst %d:%d+%d+%d screen %d:%d", (int)real_srcrect.x, (int)real_srcrect.y, (int)real_srcrect.w, (int)real_srcrect.h, (int)real_dstrect.x, (int)real_dstrect.y, (int)real_dstrect.w, (int)real_dstrect.h, (int)window->display->desktop_mode.w, (int)window->display->desktop_mode.h);
realW = window->display->desktop_mode.w - renderer->window->x;
realH = window->display->desktop_mode.h - renderer->window->y;
fakeW = window->w;
@@ -2830,7 +2834,7 @@ SDL_RenderCopy(SDL_Texture * texture, const SDL_Rect * srcrect,
real_dstrect.y += renderer->window->y;
real_dstrect.w -= renderer->window->x;
real_dstrect.h -= renderer->window->y;
//__android_log_print(ANDROID_LOG_INFO, "libSDL", "SDL_RenderCopy dest %d:%d+%d+%d desktop_mode %d:%d", (int)real_dstrect.x, (int)real_dstrect.y, (int)real_dstrect.w, (int)real_dstrect.h, (int)realW, (int)realH);
__android_log_print(ANDROID_LOG_INFO, "libSDL", "SDL_RenderCopy dst %d:%d+%d+%d realWH %d:%d", (int)real_dstrect.x, (int)real_dstrect.y, (int)real_dstrect.w, (int)real_dstrect.h, (int)realW, (int)realH);
}
#endif