Commit para seguir en otro ordenador
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@@ -2,22 +2,36 @@
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#include "const.h"
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// Constructor
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Screen::Screen(SDL_Window *window, SDL_Renderer *renderer, int screenWidth, int screenHeight, bool integerScale)
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Screen::Screen(SDL_Window *window, SDL_Renderer *renderer, options_t *options)
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{
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// Inicializa variables
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mWindow = window;
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mRenderer = renderer;
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mOptions = options;
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mScreenWidth = screenWidth;
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mScreenHeight = screenHeight;
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mScreenWidth = mOptions->screenWidth;
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mScreenHeight = mOptions->screenHeight;
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mGameCanvasWidth = SCREEN_WIDTH;
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mGameCanvasHeight = SCREEN_HEIGHT;
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mDest.x = (mScreenWidth - mGameCanvasWidth) / 2;
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mDest.y = (mScreenHeight - mGameCanvasHeight) / 2;
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mIntegerScale = integerScale;
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mIntegerScale = mOptions->integerScale;
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//mIntegerScale = true;
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/*
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Si el juego es en pantalla completa, calcular la resolución del escritorio y ponerla a las variables
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con un método nuevo.
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Si el juego es en ventana, se aplica el gamecanvas multiplicado por el window size, para jugar
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sin bordes
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Hacer método setRes(w,h)
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*/
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// Calcula el tamaño de la escala máxima
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int scale = 0;
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while (((mGameCanvasWidth * (scale + 1)) <= mScreenWidth) && ((mGameCanvasHeight * (scale + 1)) <= mScreenHeight))
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@@ -29,8 +43,8 @@ Screen::Screen(SDL_Window *window, SDL_Renderer *renderer, int screenWidth, int
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{
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mDest.w = mGameCanvasWidth * scale;
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mDest.h = mGameCanvasHeight * scale;
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mDest.x = (mScreenWidth - mGameCanvasWidth) / 2;
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mDest.y = (mScreenHeight - mGameCanvasHeight) / 2;
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mDest.x = (mScreenWidth - mDest.w) / 2;
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mDest.y = (mScreenHeight - mDest.h) / 2;
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}
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else
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{
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@@ -39,6 +53,12 @@ Screen::Screen(SDL_Window *window, SDL_Renderer *renderer, int screenWidth, int
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mDest.x = mDest.y = 0;
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}
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if (mOptions->fullScreenMode == 0)
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{
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mOptions->screenWidth = mScreenWidth = mGameCanvasWidth;
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mOptions->screenHeight = mScreenHeight = mGameCanvasHeight;
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}
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mBorderColor = {0x27, 0x27, 0x36};
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mBorderColor = {0x00, 0x00, 0x00};
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