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@@ -67,7 +67,7 @@ SDL_bool done = SDL_FALSE;
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SDL_Texture *background, *button, *axis;
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static SDL_Texture *
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-LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent)
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+LoadTexture(SDL_Renderer *renderer, const char *file, SDL_bool transparent)
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{
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SDL_Surface *temp = NULL;
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SDL_Texture *texture = NULL;
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@@ -129,7 +129,7 @@ loop(void *arg)
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for (i = 0; i < SDL_CONTROLLER_BUTTON_MAX; ++i) {
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if (SDL_GameControllerGetButton(gamecontroller, (SDL_GameControllerButton)i) == SDL_PRESSED) {
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const SDL_Rect dst = { button_positions[i].x, button_positions[i].y, 50, 50 };
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- SDL_RenderCopyEx(screen, button, NULL, &dst, 0, NULL, 0);
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+ SDL_RenderCopyEx(screen, button, NULL, &dst, 0, NULL, SDL_FLIP_NONE);
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}
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}
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@@ -139,11 +139,11 @@ loop(void *arg)
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if (value < -deadzone) {
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const SDL_Rect dst = { axis_positions[i].x, axis_positions[i].y, 50, 50 };
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const double angle = axis_positions[i].angle;
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- SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, 0);
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+ SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
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} else if (value > deadzone) {
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const SDL_Rect dst = { axis_positions[i].x, axis_positions[i].y, 50, 50 };
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const double angle = axis_positions[i].angle + 180.0;
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- SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, 0);
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+ SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
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}
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}
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