- [FIX] El mode a pantalla completa ja manté proporcions senceres, amb barres negres pels costat quan fa falta
- [NEW] Amb F4 se fa toggle entre mode NORMAL, SCANLINES, FOSFORO i SCANLINES+FOSFORO
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@@ -15,11 +15,15 @@ namespace draw
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SDL_Renderer *sdl_renderer = nullptr; // El renderer de SDL
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SDL_Texture *sdl_texture = nullptr; // La textura de SDL a la que pintarem la nostra superficie "screen" i que despres volcarem a pantalla
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SDL_Rect dest_rect = {0, 0, 320, 240};
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static int fullscreen_scale = 1;
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static int screen_zoom = 1;
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static bool screen_fullscreen = false;
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static int screen_width = 320;
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static int screen_height = 240;
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std::string screen_title = "";
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static int screen_mode = SCREEN_MODE_NORMAL;
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surface *screen = nullptr; // La superficie screen, que representa la pantalla. Se crea i destrueix internament
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surface *destination = nullptr; // Punter a la actual superficie de destí
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@@ -89,8 +93,25 @@ namespace draw
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sdl_renderer = SDL_CreateRenderer(sdl_window, -1, 0);
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sdl_texture = SDL_CreateTexture(sdl_renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, screen_width, screen_height);
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if (screen_fullscreen)
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{
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int w, h;
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SDL_GetWindowSize(sdl_window, &w, &h);
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fullscreen_scale = h/screen_height;
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dest_rect.w = screen_width * fullscreen_scale;
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dest_rect.h = screen_height * fullscreen_scale;
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dest_rect.x = (w - dest_rect.w)/2;
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dest_rect.y = (h - dest_rect.h)/2;
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}
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else
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{
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dest_rect.x = dest_rect.y = 0;
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dest_rect.w = screen_width * zoom;
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dest_rect.h = screen_height * zoom;
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}
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// Establim el tamany "logic", indepndent del tamany de finestra
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SDL_RenderSetLogicalSize(sdl_renderer, width, height);
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//SDL_RenderSetLogicalSize(sdl_renderer, width, height);
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// Creem la superficie "screen" i la establim com a superficie destinació
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screen = createSurface(width, height);
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@@ -152,8 +173,25 @@ namespace draw
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sdl_renderer = SDL_CreateRenderer(sdl_window, -1, 0);
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sdl_texture = SDL_CreateTexture(sdl_renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, screen_width, screen_height);
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if (screen_fullscreen)
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{
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int w, h;
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SDL_GetWindowSize(sdl_window, &w, &h);
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fullscreen_scale = h/screen_height;
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dest_rect.w = screen_width * fullscreen_scale;
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dest_rect.h = screen_height * fullscreen_scale;
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dest_rect.x = (w - dest_rect.w)/2;
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dest_rect.y = (h - dest_rect.h)/2;
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}
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else
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{
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dest_rect.x = dest_rect.y = 0;
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dest_rect.w = screen_width * zoom;
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dest_rect.h = screen_height * zoom;
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}
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// Establim el tamany "logic", indepndent del tamany de finestra
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SDL_RenderSetLogicalSize(sdl_renderer, screen_width, screen_height);
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//SDL_RenderSetLogicalSize(sdl_renderer, screen_width, screen_height);
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}
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void setZoom(const int value)
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@@ -203,6 +241,23 @@ namespace draw
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return screen_zoom;
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}
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void toggleScreenMode()
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{
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screen_mode++;
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if (screen_mode == SCREEN_MODE_NUM_MODES) screen_mode = 0;
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//reinit();
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}
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void setScreenMode(const int value)
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{
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screen_mode = value;
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}
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const int getScreenMode()
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{
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return screen_mode;
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}
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// Crea una superficie i torna un punter a ella
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surface *createSurface(const uint16_t w, const uint16_t h)
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{
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@@ -629,9 +684,35 @@ namespace draw
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// Desbloquejem la textura
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SDL_UnlockTexture(sdl_texture);
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// Pintem la textura a pantalla
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SDL_RenderCopy(sdl_renderer, sdl_texture, NULL, NULL);
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if (screen_fullscreen)
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{
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SDL_SetRenderDrawColor(sdl_renderer, 0, 0, 0, 255);
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SDL_RenderClear(sdl_renderer);
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}
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// Pintem la textura a pantalla
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SDL_RenderCopy(sdl_renderer, sdl_texture, NULL, &dest_rect);
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if (screen_mode & SCREEN_MODE_SCANLINES)
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{
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if (screen_zoom>=3 || screen_fullscreen)
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{
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int zoom = screen_fullscreen ? fullscreen_scale : screen_zoom;
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SDL_SetRenderDrawBlendMode(sdl_renderer, SDL_BLENDMODE_BLEND);
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for (int y=0; y<screen_height; ++y)
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{
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SDL_SetRenderDrawColor(sdl_renderer, 0, 0, 0, 192);
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SDL_RenderDrawLine(sdl_renderer, dest_rect.x, dest_rect.y + y*zoom, dest_rect.x + dest_rect.w, dest_rect.y + y*zoom);
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SDL_SetRenderDrawColor(sdl_renderer, 0, 0, 0, 96);
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if (zoom>3) SDL_RenderDrawLine(sdl_renderer, dest_rect.x, 1+dest_rect.y + y*zoom, dest_rect.x + dest_rect.w, 1+dest_rect.y + y*zoom);
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}
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SDL_SetRenderDrawColor(sdl_renderer, 0, 0, 0, 16);
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for (int x=0; x<screen_width; ++x)
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{
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SDL_RenderDrawLine(sdl_renderer, dest_rect.x + x*zoom, dest_rect.y, dest_rect.x + x*zoom, dest_rect.y + dest_rect.h);
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}
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}
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}
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// I ho presentem
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SDL_RenderPresent(sdl_renderer);
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}
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