Make viewport size not-hardcoded
Jeffrey Pfau jeffrey@endrift.com
Thu, 31 Oct 2013 22:01:20 -0700
1 files changed,
8 insertions(+),
3 deletions(-)
jump to
M
src/platform/sdl/gl-main.c
→
src/platform/sdl/gl-main.c
@@ -23,6 +23,8 @@ struct GBAVideoSoftwareRenderer d;
struct GBASDLAudio audio; struct GBASDLEvents events; + int viewportWidth; + int viewportHeight; GLuint tex; };@@ -59,6 +61,9 @@
struct GBAThread context; struct GLSoftwareRenderer renderer; GBAVideoSoftwareRendererCreate(&renderer.d); + + renderer.viewportWidth = 240; + renderer.viewportHeight = 160; if (!_GBASDLInit(&renderer)) { return 1;@@ -101,9 +106,9 @@ SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16); #ifdef COLOR_16_BIT - SDL_SetVideoMode(240, 160, 16, SDL_OPENGL); + SDL_SetVideoMode(renderer->viewportWidth, renderer->viewportHeight, 16, SDL_OPENGL); #else - SDL_SetVideoMode(240, 160, 32, SDL_OPENGL); + SDL_SetVideoMode(renderer->viewportWidth, renderer->viewportHeight, 32, SDL_OPENGL); #endif renderer->d.outputBuffer = malloc(256 * 256 * 4);@@ -118,7 +123,7 @@ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); #endif - glViewport(0, 0, 240, 160); + glViewport(0, 0, renderer->viewportWidth, renderer->viewportHeight); return 1; }