mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-06-13 00:58:29 +02:00
Removes the Java ButtonManager for one in the C++ source so the OSD class can call in to it each frame for drawing the buttons. Copy our assets to the dolphin-emu directory for now. Remove NativeRenderer, ButtonManager, and Button Java classes since they aren't used anymore. Buttons A, B, and Start all work and are drawn on screen now. Button input on Android is still a bit hacky, needs a proper controller interface still. Android specific button drawing code is still hanging out in SWRenderer.cpp
This commit is contained in:
@ -77,8 +77,6 @@ void CreateShaders()
|
||||
uni_tex = glGetUniformLocation(program, "Texture");
|
||||
attr_pos = glGetAttribLocation(program, "pos");
|
||||
attr_tex = glGetAttribLocation(program, "TexCoordIn");
|
||||
|
||||
|
||||
}
|
||||
|
||||
void SWRenderer::Prepare()
|
||||
@ -138,12 +136,8 @@ void SWRenderer::DrawDebugText()
|
||||
SWRenderer::RenderText(debugtext_buffer, 20, 20, 0xFFFFFF00);
|
||||
}
|
||||
#ifdef ANDROID
|
||||
float ButtonCoords[8 * 2];
|
||||
void SetButtonCoords(float *Coords)
|
||||
{
|
||||
memcpy(ButtonCoords, Coords, sizeof(float) * 8 * 2);
|
||||
}
|
||||
void DrawButton(int tex, int ID)
|
||||
|
||||
void DrawButton(GLuint tex, float *coords)
|
||||
{
|
||||
//Texture rectangle uses pixel coordinates
|
||||
#ifndef USE_GLES
|
||||
@ -166,7 +160,7 @@ void DrawButton(int tex, int ID)
|
||||
#endif
|
||||
glBindTexture(TEX2D, tex);
|
||||
|
||||
glVertexAttribPointer(attr_pos, 2, GL_FLOAT, GL_FALSE, 0, &ButtonCoords[ID * 8]);
|
||||
glVertexAttribPointer(attr_pos, 2, GL_FLOAT, GL_FALSE, 0, coords);
|
||||
glVertexAttribPointer(attr_tex, 2, GL_FLOAT, GL_FALSE, 0, texverts);
|
||||
glEnableVertexAttribArray(attr_pos);
|
||||
glEnableVertexAttribArray(attr_tex);
|
||||
|
Reference in New Issue
Block a user