- [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
This commit is contained in:
2024-10-10 16:10:09 +02:00
parent 0a5a79dc60
commit 2055ac523d
6 changed files with 124 additions and 6 deletions

View File

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