(Xbox 1) Fixed screen rotation code

This commit is contained in:
freakdave 2012-08-07 14:39:27 +02:00
parent 0fc1a37872
commit ee77a2dac7
2 changed files with 14 additions and 15 deletions

View File

@ -249,7 +249,7 @@ static void callback_sysutil_exit(uint64_t status, uint64_t param, void *userdat
int main(int argc, char *argv[])
{
#if defined(_XBOX)
XINPUT_STATE state;
XINPUT_STATE state; //C4101
get_environment_settings();

View File

@ -33,6 +33,7 @@
wchar_t strw_buffer[128];
unsigned font_x, font_y;
FLOAT angle;
static void check_window(xdk_d3d_video_t *d3d)
{
@ -147,31 +148,26 @@ static void xdk_d3d_set_rotation(void * data, unsigned orientation)
{
(void)data;
xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data;
FLOAT angle;
switch(orientation)
{
case ORIENTATION_NORMAL:
angle = M_PI * 0 / 180;
RARCH_LOG("D3D8: Set rotation to ORIENTATION_NORMAL\n");
break;
case ORIENTATION_VERTICAL:
angle = M_PI * 270 / 180;
RARCH_LOG("D3D8: Set rotation to ORIENTATION_VERTICAL\n");
break;
case ORIENTATION_FLIPPED:
angle = M_PI * 180 / 180;
RARCH_LOG("D3D8: Set rotation to ORIENTATION_FLIPPED\n");
break;
case ORIENTATION_FLIPPED_ROTATED:
angle = M_PI * 90 / 180;
RARCH_LOG("D3D8: Set rotation to ORIENTATION_FLIPPED_ROTATED\n");
break;
}
/*
D3DXMATRIX p_out;
D3DXMatrixIdentity(&p_out);
d3d->d3d_render_device->SetTransform(D3DTS_PROJECTION, &p_out);
d3d->should_resize = TRUE;
*/
}
static void *xdk_d3d_init(const video_info_t *video, const input_driver_t **input, void **input_data)
@ -187,7 +183,7 @@ static void *xdk_d3d_init(const video_info_t *video, const input_driver_t **inpu
if (!d3d->d3d_device)
{
free(d3d);
RARCH_ERR("Failed to create a D3D8 object.\n");
RARCH_ERR("D3D8: Failed to create a D3D8 object.\n");
return NULL;
}
@ -429,13 +425,16 @@ static bool xdk_d3d_frame(void *data, const void *frame,
d3d->d3d_render_device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
d3d->d3d_render_device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
D3DXMATRIX p_out;
d3d->d3d_render_device->SetVertexShader(D3DFVF_XYZ | D3DFVF_TEX1);
D3DXMATRIX p_out, p_rotate;
D3DXMatrixIdentity(&p_out);
d3d->d3d_render_device->SetTransform(D3DTS_WORLD, &p_out);
D3DXMatrixRotationZ(&p_rotate, angle);
d3d->d3d_render_device->SetTransform(D3DTS_WORLD, &p_rotate);
d3d->d3d_render_device->SetTransform(D3DTS_VIEW, &p_out);
d3d->d3d_render_device->SetTransform(D3DTS_PROJECTION, &p_out);
d3d->d3d_render_device->SetVertexShader(D3DFVF_XYZ | D3DFVF_TEX1);
d3d->d3d_render_device->SetStreamSource(0, d3d->vertex_buf, sizeof(DrawVerticeFormats));
d3d->d3d_render_device->Clear(0, NULL, D3DCLEAR_TARGET, 0xff000000, 1.0f, 0);
@ -483,7 +482,7 @@ static void xdk_d3d_set_nonblock_state(void *data, bool state)
if(d3d->vsync)
{
RARCH_LOG("D3D Vsync => %s\n", state ? "off" : "on");
RARCH_LOG("D3D8: Vsync => %s\n", state ? "off" : "on");
gfx_ctx_set_swap_interval(state ? 0 : 1, TRUE);
}
}