Removed "always resize" option for screen resizing from ChangeAppSettings.sh, it now equals to "y"
It still leaves part of screen not resized on my widescreen HTC Evo
This commit is contained in:
@@ -1,10 +1,10 @@
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LibSdlVersion=1.2
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LibSdlVersion=1.3
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AppName="Alien Blaster"
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AppFullName=de.schwardtnet.alienblaster
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ScreenOrientation=h
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AppDataDownloadUrl="http://sites.google.com/site/xpelyax/Home/alienblaster110_data.zip?attredirects=0&d=1"
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DownloadToSdcard=n
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SdlVideoResize=a
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SdlVideoResize=y
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NeedDepthBuffer=n
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MultiABI=n
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AppVersionCode=110001
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@@ -40,7 +40,7 @@ if [ -n "$var" ] ; then
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DownloadToSdcard="$var"
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fi
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echo -n "\nApplication window should be resized to fit into 480x320 screen,\n(y) or (n) or (a)lways resize, even if screen is bigger ($SdlVideoResize): "
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echo -n "\nApplication window should be resized to fit into 480x320 screen (y) or (n) ($SdlVideoResize): "
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read var
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if [ -n "$var" ] ; then
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SdlVideoResize="$var"
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@@ -132,8 +132,6 @@ fi
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AppDataDownloadUrl1="`echo $AppDataDownloadUrl | sed 's/[&]/%26/g'`"
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if [ "$SdlVideoResize" = "y" ] ; then
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SdlVideoResize=1
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elif [ "$SdlVideoResize" = "a" ] ; then
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SdlVideoResize=2
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else
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SdlVideoResize=0
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fi
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@@ -21,7 +21,7 @@ SDL_TRACKBALL_KEYUP_DELAY := 1
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# If the application designed for higher screen resolution enable this to get the screen
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# resized in HW-accelerated way, however it eats a tiny bit of CPU
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SDL_VIDEO_RENDER_RESIZE := 2
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SDL_VIDEO_RENDER_RESIZE := 1
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COMPILED_LIBRARIES := sdl_mixer sdl_image
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@@ -1 +1 @@
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../sdl/sdl-1.2
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../sdl/sdl-1.3
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@@ -2371,12 +2371,6 @@ SDL_RenderClear()
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#if SDL_VIDEO_RENDER_RESIZE
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#if ( SDL_VIDEO_RENDER_RESIZE == 2 )
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#define SDL_VIDEO_RENDER_RESIZE_ALWAYS 1
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#else
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#define SDL_VIDEO_RENDER_RESIZE_ALWAYS
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#endif
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static inline void
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SDL_RESIZE_resizePoints(int realW, int fakeW, int realH, int fakeH,
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const SDL_Point * src, SDL_Point * dest, int count )
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@@ -2402,6 +2396,7 @@ SDL_RESIZE_resizeRects(int realW, int fakeW, int realH, int fakeH,
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dest[i].h = (src[i]->h + src[i]->y) * realH / fakeH - dest[i].y;
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}
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}
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#endif
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int
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@@ -2445,9 +2440,7 @@ SDL_RenderDrawPoints(const SDL_Point * points, int count)
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realH = renderer->window->display->current_mode.h;
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fakeW = renderer->window->w;
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fakeH = renderer->window->h;
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#if !(SDL_VIDEO_RENDER_RESIZE_ALWAYS)
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if( fakeW > realW || fakeH > realH )
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#endif
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//if( fakeW > realW || fakeH > realH )
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{
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SDL_Point * resized = SDL_stack_alloc( SDL_Point, count );
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if( ! resized ) {
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@@ -2506,9 +2499,7 @@ SDL_RenderDrawLines(const SDL_Point * points, int count)
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realH = renderer->window->display->current_mode.h;
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fakeW = renderer->window->w;
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fakeH = renderer->window->h;
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#if !(SDL_VIDEO_RENDER_RESIZE_ALWAYS)
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if( fakeW > realW || fakeH > realH )
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#endif
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//if( fakeW > realW || fakeH > realH )
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{
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SDL_Point * resized = SDL_stack_alloc( SDL_Point, count );
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if( ! resized ) {
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@@ -2577,9 +2568,7 @@ SDL_RenderDrawRects(const SDL_Rect ** rects, int count)
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realH = renderer->window->display->current_mode.h;
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fakeW = renderer->window->w;
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fakeH = renderer->window->h;
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#if !(SDL_VIDEO_RENDER_RESIZE_ALWAYS)
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if( fakeW > realW || fakeH > realH )
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#endif
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//if( fakeW > realW || fakeH > realH )
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{
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SDL_Rect * resized = SDL_stack_alloc( SDL_Rect, count );
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if( ! resized ) {
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@@ -2659,9 +2648,7 @@ SDL_RenderFillRects(const SDL_Rect ** rects, int count)
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realH = renderer->window->display->current_mode.h;
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fakeW = renderer->window->w;
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fakeH = renderer->window->h;
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#if !(SDL_VIDEO_RENDER_RESIZE_ALWAYS)
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if( fakeW > realW || fakeH > realH )
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#endif
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//if( fakeW > realW || fakeH > realH )
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{
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SDL_Rect * resized = SDL_stack_alloc( SDL_Rect, count );
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if( ! resized ) {
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@@ -2758,9 +2745,7 @@ SDL_RenderCopy(SDL_Texture * texture, const SDL_Rect * srcrect,
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realH = window->display->current_mode.h;
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fakeW = window->w;
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fakeH = window->h;
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#if !(SDL_VIDEO_RENDER_RESIZE_ALWAYS)
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if( fakeW > realW || fakeH > realH )
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#endif
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//if( fakeW > realW || fakeH > realH )
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{
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// Calculate bottom-right corner instead of width/height, and substract upper-left corner,
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// otherwise we'll have rounding errors and holes between textures
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