ref: 59a8c2617f0a6359677b9ce7598252dde68a2f45
parent: d9e7ebac38b281bc62061158a9439ec056618fbc
author: Clownacy <[email protected]>
date: Wed Feb 5 10:52:43 EST 2020
Tweak some variable naming The enhanced branch calls them the 'internal *screen* width/height', which I think is more appropriate.
--- a/src/Backends/Rendering.h
+++ b/src/Backends/Rendering.h
@@ -7,7 +7,7 @@
typedef struct Backend_Surface Backend_Surface;
typedef struct Backend_Glyph Backend_Glyph;
-Backend_Surface* Backend_Init(const char *window_title, int window_width, int window_height, BOOL fullscreen);
+Backend_Surface* Backend_Init(const char *window_title, int screen_width, int screen_height, BOOL fullscreen);
void Backend_Deinit(void);
void Backend_DrawScreen(void);
Backend_Surface* Backend_CreateSurface(unsigned int width, unsigned int height);
--- a/src/Backends/Rendering/OpenGL3.cpp
+++ b/src/Backends/Rendering/OpenGL3.cpp
@@ -517,7 +517,7 @@
// Render-backend initialisation
// ====================
-Backend_Surface* Backend_Init(const char *window_title, int window_width, int window_height, BOOL fullscreen)
+Backend_Surface* Backend_Init(const char *window_title, int screen_width, int screen_height, BOOL fullscreen)
{
#ifdef USE_OPENGLES2
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
@@ -531,7 +531,7 @@
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
#endif
- window = SDL_CreateWindow(window_title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, window_width, window_height, SDL_WINDOW_OPENGL);
+ window = SDL_CreateWindow(window_title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, screen_width, screen_height, SDL_WINDOW_OPENGL);
if (window != NULL)
{
@@ -605,9 +605,9 @@
glGenTextures(1, &framebuffer.texture_id);
glBindTexture(GL_TEXTURE_2D, framebuffer.texture_id);
#ifdef USE_OPENGLES2
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, window_width, window_height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, screen_width, screen_height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
#else
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, window_width, window_height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, screen_width, screen_height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
#endif
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
@@ -617,8 +617,8 @@
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
#endif
- framebuffer.width = window_width;
- framebuffer.height = window_height;
+ framebuffer.width = screen_width;
+ framebuffer.height = screen_height;
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, framebuffer.texture_id, 0);
glViewport(0, 0, framebuffer.width, framebuffer.height);
--- a/src/Backends/Rendering/SDLSurface.cpp
+++ b/src/Backends/Rendering/SDLSurface.cpp
@@ -41,9 +41,9 @@
sdl_rect->h = 0;
}
-Backend_Surface* Backend_Init(const char *window_title, int window_width, int window_height, BOOL fullscreen)
+Backend_Surface* Backend_Init(const char *window_title, int screen_width, int screen_height, BOOL fullscreen)
{
- window = SDL_CreateWindow(window_title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, window_width, window_height, 0);
+ window = SDL_CreateWindow(window_title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, screen_width, screen_height, 0);
if (window != NULL)
{
--- a/src/Backends/Rendering/SDLTexture.cpp
+++ b/src/Backends/Rendering/SDLTexture.cpp
@@ -115,7 +115,7 @@
SDL_DestroyTexture((SDL_Texture*)texture_id);
}
-Backend_Surface* Backend_Init(const char *window_title, int window_width, int window_height, BOOL fullscreen)
+Backend_Surface* Backend_Init(const char *window_title, int screen_width, int screen_height, BOOL fullscreen)
{
puts("Available SDL2 render drivers:");
@@ -126,7 +126,7 @@
puts(info.name);
}
- window = SDL_CreateWindow(window_title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, window_width, window_height, 0);
+ window = SDL_CreateWindow(window_title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, screen_width, screen_height, 0);
if (window != NULL)
{
@@ -154,12 +154,12 @@
SDL_GetRendererInfo(renderer, &info);
printf("Selected SDL2 render driver: %s\n", info.name);
- framebuffer.texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_TARGET, window_width, window_height);
+ framebuffer.texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_TARGET, screen_width, screen_height);
if (framebuffer.texture != NULL)
{
- framebuffer.width = window_width;
- framebuffer.height = window_height;
+ framebuffer.width = screen_width;
+ framebuffer.height = screen_height;
// Set-up glyph-batcher
spritebatch_config_t config;
--- a/src/Backends/Rendering/Software.cpp
+++ b/src/Backends/Rendering/Software.cpp
@@ -36,9 +36,9 @@
static unsigned char glyph_colour_channels[3];
static Backend_Surface *glyph_destination_surface;
-Backend_Surface* Backend_Init(const char *window_title, int window_width, int window_height, BOOL fullscreen)
+Backend_Surface* Backend_Init(const char *window_title, int screen_width, int screen_height, BOOL fullscreen)
{
- window = SDL_CreateWindow(window_title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, window_width, window_height, 0);
+ window = SDL_CreateWindow(window_title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, screen_width, screen_height, 0);
if (window != NULL)
{