neteja tidy a source/core i encamina Texture::loadFromFile pel ResourceHelper
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@@ -3,6 +3,7 @@
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#include <SDL3/SDL.h>
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#include <algorithm> // for max, min
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#include <cmath> // for lround
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#include <cstring> // for memcpy
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#include <iostream> // for basic_ostream, operator<<, cout, endl
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#include <string> // for basic_string, char_traits, string
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@@ -108,7 +109,7 @@ Screen::Screen(SDL_Window *window, SDL_Renderer *renderer)
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}
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if (gameCanvas == nullptr) {
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if (Options::settings.console) {
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std::cout << "gameCanvas could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
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std::cout << "gameCanvas could not be created!\nSDL Error: " << SDL_GetError() << '\n';
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}
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}
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@@ -351,7 +352,7 @@ void Screen::applyFullscreen(bool fullscreen) {
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void Screen::applyWindowedLayout() {
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windowWidth = gameCanvasWidth;
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windowHeight = gameCanvasHeight;
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dest = {0, 0, gameCanvasWidth, gameCanvasHeight};
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dest = {.x = 0, .y = 0, .w = gameCanvasWidth, .h = gameCanvasHeight};
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#ifdef __EMSCRIPTEN__
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windowWidth *= WASM_RENDER_SCALE;
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@@ -396,12 +397,12 @@ void Screen::computeFullscreenGameRect() {
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float ratio = (float)gameCanvasWidth / (float)gameCanvasHeight;
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if ((windowWidth - gameCanvasWidth) >= (windowHeight - gameCanvasHeight)) {
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dest.h = windowHeight;
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dest.w = (int)((windowHeight * ratio) + 0.5f);
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dest.w = static_cast<int>(std::lround(windowHeight * ratio));
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dest.x = (windowWidth - dest.w) / 2;
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dest.y = (windowHeight - dest.h) / 2;
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} else {
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dest.w = windowWidth;
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dest.h = (int)((windowWidth / ratio) + 0.5f);
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dest.h = static_cast<int>(std::lround(windowWidth / ratio));
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dest.x = (windowWidth - dest.w) / 2;
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dest.y = (windowHeight - dest.h) / 2;
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}
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@@ -579,7 +580,7 @@ void Screen::toggleShaderEnabled() {
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setShaderEnabled(!Options::video.shader.enabled);
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}
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auto Screen::isShaderEnabled() const -> bool {
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auto Screen::isShaderEnabled() -> bool {
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return Options::video.shader.enabled;
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}
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@@ -595,7 +596,7 @@ void Screen::setActiveShader(Rendering::ShaderType type) {
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notify(type == Rendering::ShaderType::CRTPI ? "Shader: CRTPI" : "Shader: POSTFX", MAGENTA, BLACK, DUR_MS);
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}
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auto Screen::getActiveShader() const -> Rendering::ShaderType {
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auto Screen::getActiveShader() -> Rendering::ShaderType {
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return Options::video.shader.current_shader;
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}
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#endif
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