SDL: testcontroller: show face button labels over the activity highlight

From ae0fce3f017833868ee85726dfa3d30d8bf36c3f Mon Sep 17 00:00:00 2001
From: Sam Lantinga <[EMAIL REDACTED]>
Date: Sun, 16 Jul 2023 01:05:45 -0700
Subject: [PATCH] testcontroller: show face button labels over the activity
 highlight

---
 test/gamepadutils.c | 40 +++++++++++++++++++++-------------------
 1 file changed, 21 insertions(+), 19 deletions(-)

diff --git a/test/gamepadutils.c b/test/gamepadutils.c
index c678d3618ffe..70aef6a9b67a 100644
--- a/test/gamepadutils.c
+++ b/test/gamepadutils.c
@@ -551,25 +551,6 @@ void RenderGamepadImage(GamepadImage *ctx)
 
     if (ctx->showing_front) {
         SDL_RenderTexture(ctx->renderer, ctx->front_texture, NULL, &dst);
-
-        dst.x = (float)ctx->x + 363;
-        dst.y = (float)ctx->y + 116;
-        dst.w = (float)ctx->face_width;
-        dst.h = (float)ctx->face_height;
-
-        switch (ctx->face_style) {
-        case GAMEPAD_IMAGE_FACE_ABXY:
-            SDL_RenderTexture(ctx->renderer, ctx->face_abxy_texture, NULL, &dst);
-            break;
-        case GAMEPAD_IMAGE_FACE_BAYX:
-            SDL_RenderTexture(ctx->renderer, ctx->face_bayx_texture, NULL, &dst);
-            break;
-        case GAMEPAD_IMAGE_FACE_SONY:
-            SDL_RenderTexture(ctx->renderer, ctx->face_sony_texture, NULL, &dst);
-            break;
-        default:
-            break;
-        }
     } else {
         SDL_RenderTexture(ctx->renderer, ctx->back_texture, NULL, &dst);
     }
@@ -592,6 +573,27 @@ void RenderGamepadImage(GamepadImage *ctx)
         }
     }
 
+    if (ctx->showing_front) {
+        dst.x = (float)ctx->x + 363;
+        dst.y = (float)ctx->y + 116;
+        dst.w = (float)ctx->face_width;
+        dst.h = (float)ctx->face_height;
+
+        switch (ctx->face_style) {
+        case GAMEPAD_IMAGE_FACE_ABXY:
+            SDL_RenderTexture(ctx->renderer, ctx->face_abxy_texture, NULL, &dst);
+            break;
+        case GAMEPAD_IMAGE_FACE_BAYX:
+            SDL_RenderTexture(ctx->renderer, ctx->face_bayx_texture, NULL, &dst);
+            break;
+        case GAMEPAD_IMAGE_FACE_SONY:
+            SDL_RenderTexture(ctx->renderer, ctx->face_sony_texture, NULL, &dst);
+            break;
+        default:
+            break;
+        }
+    }
+
     if (ctx->showing_front) {
         for (i = 0; i < SDL_arraysize(axis_positions); ++i) {
             const int element = SDL_GAMEPAD_BUTTON_MAX + i;