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authorJohannes Schickel2012-02-20 15:24:47 +0100
committerJohannes Schickel2012-02-20 15:37:24 +0100
commita291679445a538ed8143a8f26952c38d6e9d3dd4 (patch)
tree32e78d13f32e39cb03efa64b6694253726debf2d /backends/platform/iphone
parent46e622c0fe080abd4627971135cea31a492edcb4 (diff)
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IPHONE: Slight game screen texture related variable renaming.
Diffstat (limited to 'backends/platform/iphone')
-rw-r--r--backends/platform/iphone/iphone_video.m33
1 files changed, 15 insertions, 18 deletions
diff --git a/backends/platform/iphone/iphone_video.m b/backends/platform/iphone/iphone_video.m
index da10b41ea4..5d57b6dcd5 100644
--- a/backends/platform/iphone/iphone_video.m
+++ b/backends/platform/iphone/iphone_video.m
@@ -31,9 +31,9 @@ static int _fullWidth;
static int _fullHeight;
static CGRect _screenRect;
-static char *_textureBuffer = 0;
-static int _textureWidth = 0;
-static int _textureHeight = 0;
+static char *_gameScreenTextureBuffer = 0;
+static int _gameScreenTextureWidth = 0;
+static int _gameScreenTextureHeight = 0;
static char *_overlayTexBuffer = 0;
static int _overlayTexWidth = 0;
@@ -132,7 +132,7 @@ void iPhone_updateScreen(int mouseX, int mouseY) {
void iPhone_updateScreenRect(unsigned short *screen, int x1, int y1, int x2, int y2) {
int y;
for (y = y1; y < y2; ++y)
- memcpy(&_textureBuffer[(y * _textureWidth + x1) * 2], &screen[y * _width + x1], (x2 - x1) * 2);
+ memcpy(&_gameScreenTextureBuffer[(y * _gameScreenTextureWidth + x1) * 2], &screen[y * _width + x1], (x2 - x1) * 2);
}
void iPhone_updateOverlayRect(unsigned short *screen, int x1, int y1, int x2, int y2) {
@@ -261,7 +261,7 @@ static void setFilterModeForTexture(GLuint tex, GraphicsModes mode) {
[_keyboardView dealloc];
}
- free(_textureBuffer);
+ free(_gameScreenTextureBuffer);
free(_overlayTexBuffer);
}
@@ -332,8 +332,8 @@ static void setFilterModeForTexture(GLuint tex, GraphicsModes mode) {
_visibleWidth - _heightOffset, _visibleHeight - _widthOffset
};
- float texWidth = _width / (float)_textureWidth;
- float texHeight = _height / (float)_textureHeight;
+ float texWidth = _width / (float)_gameScreenTextureWidth;
+ float texHeight = _height / (float)_gameScreenTextureHeight;
const GLfloat texCoords[] = {
texWidth, 0.0f,
@@ -350,7 +350,7 @@ static void setFilterModeForTexture(GLuint tex, GraphicsModes mode) {
// Unfortunately we have to update the whole texture every frame, since glTexSubImage2D is actually slower in all cases
// due to the iPhone internals having to convert the whole texture back from its internal format when used.
// In the future we could use several tiled textures instead.
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, _textureWidth, _textureHeight, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, _textureBuffer); printOpenGLError();
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, _gameScreenTextureWidth, _gameScreenTextureHeight, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, _gameScreenTextureBuffer); printOpenGLError();
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); printOpenGLError();
}
@@ -439,12 +439,12 @@ static void setFilterModeForTexture(GLuint tex, GraphicsModes mode) {
}
- (void)initSurface {
- _textureWidth = getSizeNextPOT(_width);
- _textureHeight = getSizeNextPOT(_height);
+ _gameScreenTextureWidth = getSizeNextPOT(_width);
+ _gameScreenTextureHeight = getSizeNextPOT(_height);
UIDeviceOrientation orientation = [[UIDevice currentDevice] orientation];
- //printf("Window: (%d, %d), Surface: (%d, %d), Texture(%d, %d)\n", _fullWidth, _fullHeight, _width, _height, _textureWidth, _textureHeight);
+ //printf("Window: (%d, %d), Surface: (%d, %d), Texture(%d, %d)\n", _fullWidth, _fullHeight, _width, _height, _gameScreenTextureWidth, _gameScreenTextureHeight);
if (_context == nil) {
orientation = UIDeviceOrientationLandscapeRight;
@@ -520,13 +520,10 @@ static void setFilterModeForTexture(GLuint tex, GraphicsModes mode) {
glGenTextures(1, &_overlayTexture); printOpenGLError();
setFilterModeForTexture(_overlayTexture, _graphicsMode);
- if (_textureBuffer) {
- free(_textureBuffer);
- }
-
- int textureSize = _textureWidth * _textureHeight * 2;
- _textureBuffer = (char *)malloc(textureSize);
- memset(_textureBuffer, 0, textureSize);
+ free(_gameScreenTextureBuffer);
+ int textureSize = _gameScreenTextureWidth * _gameScreenTextureHeight * 2;
+ _gameScreenTextureBuffer = (char *)malloc(textureSize);
+ memset(_gameScreenTextureBuffer, 0, textureSize);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, _viewRenderbuffer); printOpenGLError();