Remove hardcoded gfx backend name
Now it's dynamically inserted!
This commit is contained in:
parent
75e1812e79
commit
d965f83daa
5 changed files with 11 additions and 7 deletions
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@ -503,6 +503,10 @@ static void gfx_opengl_end_frame(void) {
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static void gfx_opengl_finish_render(void) {
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static void gfx_opengl_finish_render(void) {
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}
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}
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const char* gfx_opengl_get_name(void) {
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return "OpenGL";
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}
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struct GfxRenderingAPI gfx_opengl_api = {
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struct GfxRenderingAPI gfx_opengl_api = {
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gfx_opengl_z_is_from_0_to_1,
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gfx_opengl_z_is_from_0_to_1,
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gfx_opengl_unload_shader,
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gfx_opengl_unload_shader,
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@ -525,7 +529,8 @@ struct GfxRenderingAPI gfx_opengl_api = {
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gfx_opengl_on_resize,
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gfx_opengl_on_resize,
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gfx_opengl_start_frame,
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gfx_opengl_start_frame,
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gfx_opengl_end_frame,
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gfx_opengl_end_frame,
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gfx_opengl_finish_render
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gfx_opengl_finish_render,
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gfx_opengl_get_name,
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};
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};
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#endif
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#endif
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@ -1611,7 +1611,7 @@ void gfx_get_dimensions(uint32_t *width, uint32_t *height) {
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void gfx_init(struct GfxWindowManagerAPI *wapi, struct GfxRenderingAPI *rapi, const char *game_name, bool start_in_fullscreen) {
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void gfx_init(struct GfxWindowManagerAPI *wapi, struct GfxRenderingAPI *rapi, const char *game_name, bool start_in_fullscreen) {
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gfx_wapi = wapi;
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gfx_wapi = wapi;
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gfx_rapi = rapi;
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gfx_rapi = rapi;
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gfx_wapi->init(game_name, start_in_fullscreen);
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gfx_wapi->init(game_name, rapi->get_name(), start_in_fullscreen);
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gfx_rapi->init();
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gfx_rapi->init();
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// Used in the 120 star TAS
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// Used in the 120 star TAS
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@ -30,6 +30,7 @@ struct GfxRenderingAPI {
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void (*start_frame)(void);
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void (*start_frame)(void);
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void (*end_frame)(void);
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void (*end_frame)(void);
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void (*finish_render)(void);
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void (*finish_render)(void);
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const char* (*get_name)(void);
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};
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};
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#endif
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#endif
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@ -22,8 +22,6 @@
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#include "gfx_window_manager_api.h"
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#include "gfx_window_manager_api.h"
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#include "gfx_screen_config.h"
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#include "gfx_screen_config.h"
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#define GFX_API_NAME "SDL2 - OpenGL"
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static SDL_Window *wnd;
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static SDL_Window *wnd;
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static int inverted_scancode_table[512];
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static int inverted_scancode_table[512];
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static int vsync_enabled = 0;
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static int vsync_enabled = 0;
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@ -152,7 +150,7 @@ int test_vsync(void) {
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}
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}
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}
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}
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static void gfx_sdl_init(const char *game_name, bool start_in_fullscreen) {
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static void gfx_sdl_init(const char *game_name, const char* gfx_name, bool start_in_fullscreen) {
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SDL_Init(SDL_INIT_VIDEO);
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SDL_Init(SDL_INIT_VIDEO);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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@ -162,7 +160,7 @@ static void gfx_sdl_init(const char *game_name, bool start_in_fullscreen) {
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//SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
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//SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
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char title[512];
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char title[512];
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int len = sprintf(title, "%s (%s)", game_name, GFX_API_NAME);
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int len = sprintf(title, "%s (SDL - %s)", game_name, gfx_name);
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wnd = SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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wnd = SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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window_width, window_height, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE);
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window_width, window_height, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE);
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@ -5,7 +5,7 @@
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#include <stdbool.h>
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#include <stdbool.h>
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struct GfxWindowManagerAPI {
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struct GfxWindowManagerAPI {
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void (*init)(const char *game_name, bool start_in_fullscreen);
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void (*init)(const char *game_name, const char* gfx_name, bool start_in_fullscreen);
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void (*set_keyboard_callbacks)(bool (*on_key_down)(int scancode), bool (*on_key_up)(int scancode), void (*on_all_keys_up)(void));
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void (*set_keyboard_callbacks)(bool (*on_key_down)(int scancode), bool (*on_key_up)(int scancode), void (*on_all_keys_up)(void));
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void (*set_fullscreen_changed_callback)(void (*on_fullscreen_changed)(bool is_now_fullscreen));
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void (*set_fullscreen_changed_callback)(void (*on_fullscreen_changed)(bool is_now_fullscreen));
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void (*set_fullscreen)(bool enable);
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void (*set_fullscreen)(bool enable);
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