SDL_UpdateTexture(sdl_texture, NULL, screen->pixels, screen->pitch);
}
+ SDL_Rect *src_rect1 = NULL, *dst_rect1 = NULL;
+ SDL_Rect *src_rect2 = NULL, *dst_rect2 = NULL;
+#if defined(HAS_SCREEN_KEYBOARD)
+ SDL_Rect src_rect_up = { 0, video.height / 2, video.width, video.height / 2 };
+ SDL_Rect dst_rect_up = { 0, 0, video.width, video.height / 2 };
+
+ if (video.shifted_up)
+ {
+ if (video.screen_rendering_mode == SPECIAL_RENDERING_TARGET ||
+ video.screen_rendering_mode == SPECIAL_RENDERING_DOUBLE)
+ {
+ src_rect2 = &src_rect_up;
+ dst_rect2 = &dst_rect_up;
+ }
+ else
+ {
+ src_rect1 = &src_rect_up;
+ dst_rect1 = &dst_rect_up;
+ }
+ }
+#endif
+
// clear render target buffer
SDL_RenderClear(sdl_renderer);
// copy backbuffer texture to render target buffer
if (video.screen_rendering_mode != SPECIAL_RENDERING_TARGET)
- SDL_RenderCopy(sdl_renderer, sdl_texture_stream, NULL, NULL);
+ SDL_RenderCopy(sdl_renderer, sdl_texture_stream, src_rect1, dst_rect1);
if (video.screen_rendering_mode != SPECIAL_RENDERING_BITMAP)
FinalizeScreen(DRAW_TO_SCREEN);
video.screen_rendering_mode == SPECIAL_RENDERING_DOUBLE)
{
SDL_SetRenderTarget(sdl_renderer, NULL);
- SDL_RenderCopy(sdl_renderer, sdl_texture_target, NULL, NULL);
+ SDL_RenderCopy(sdl_renderer, sdl_texture_target, src_rect2, dst_rect2);
}
#endif