Commit para seguir en otro ordenador

This commit is contained in:
2021-09-15 06:37:54 +02:00
parent 778672a6f5
commit 3f165be114
4 changed files with 39 additions and 15 deletions

View File

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