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

@@ -50,7 +50,7 @@ Director::Director(std::string path)
initSDL(); initSDL();
// Crea el objeto para dibujar en pantalla (Requiere initSDL) // Crea el objeto para dibujar en pantalla (Requiere initSDL)
mScreen = new Screen(mWindow, mRenderer, mOptions->screenWidth, mOptions->screenHeight, mOptions->integerScale); mScreen = new Screen(mWindow, mRenderer, mOptions);
// Inicializa JailAudio // Inicializa JailAudio
initJailAudio(); initJailAudio();
@@ -361,15 +361,15 @@ bool Director::loadConfigFile()
{ {
// Pone unos valores por defecto // Pone unos valores por defecto
mOptions->fullScreenMode = 0; mOptions->fullScreenMode = 0;
mOptions->windowSize = 1; mOptions->windowSize = 3;
mOptions->language = en_UK; mOptions->language = en_UK;
mOptions->difficulty = DIFFICULTY_NORMAL; mOptions->difficulty = DIFFICULTY_NORMAL;
mOptions->input[0].deviceType = INPUT_USE_KEYBOARD; mOptions->input[0].deviceType = INPUT_USE_KEYBOARD;
mOptions->input[1].deviceType = INPUT_USE_GAMECONTROLLER; mOptions->input[1].deviceType = INPUT_USE_GAMECONTROLLER;
mOptions->filter = FILTER_NEAREST; mOptions->filter = FILTER_NEAREST;
mOptions->vSync = true; mOptions->vSync = true;
mOptions->screenWidth = 544; mOptions->screenWidth = 2560/4;
mOptions->screenHeight = 834; mOptions->screenHeight = 1600/4;
mOptions->integerScale = false; mOptions->integerScale = false;
// Indicador de éxito en la carga // Indicador de éxito en la carga

View File

@@ -2,22 +2,36 @@
#include "const.h" #include "const.h"
// Constructor // 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 // Inicializa variables
mWindow = window; mWindow = window;
mRenderer = renderer; mRenderer = renderer;
mOptions = options;
mScreenWidth = screenWidth; mScreenWidth = mOptions->screenWidth;
mScreenHeight = screenHeight; mScreenHeight = mOptions->screenHeight;
mGameCanvasWidth = SCREEN_WIDTH; mGameCanvasWidth = SCREEN_WIDTH;
mGameCanvasHeight = SCREEN_HEIGHT; mGameCanvasHeight = SCREEN_HEIGHT;
mDest.x = (mScreenWidth - mGameCanvasWidth) / 2; mDest.x = (mScreenWidth - mGameCanvasWidth) / 2;
mDest.y = (mScreenHeight - mGameCanvasHeight) / 2; mDest.y = (mScreenHeight - mGameCanvasHeight) / 2;
mIntegerScale = integerScale; mIntegerScale = mOptions->integerScale;
//mIntegerScale = true; //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 // Calcula el tamaño de la escala máxima
int scale = 0; int scale = 0;
while (((mGameCanvasWidth * (scale + 1)) <= mScreenWidth) && ((mGameCanvasHeight * (scale + 1)) <= mScreenHeight)) 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.w = mGameCanvasWidth * scale;
mDest.h = mGameCanvasHeight * scale; mDest.h = mGameCanvasHeight * scale;
mDest.x = (mScreenWidth - mGameCanvasWidth) / 2; mDest.x = (mScreenWidth - mDest.w) / 2;
mDest.y = (mScreenHeight - mGameCanvasHeight) / 2; mDest.y = (mScreenHeight - mDest.h) / 2;
} }
else else
{ {
@@ -39,6 +53,12 @@ Screen::Screen(SDL_Window *window, SDL_Renderer *renderer, int screenWidth, int
mDest.x = mDest.y = 0; mDest.x = mDest.y = 0;
} }
if (mOptions->fullScreenMode == 0)
{
mOptions->screenWidth = mScreenWidth = mGameCanvasWidth;
mOptions->screenHeight = mScreenHeight = mGameCanvasHeight;
}
mBorderColor = {0x27, 0x27, 0x36}; mBorderColor = {0x27, 0x27, 0x36};
mBorderColor = {0x00, 0x00, 0x00}; mBorderColor = {0x00, 0x00, 0x00};

View File

@@ -9,9 +9,10 @@
class Screen class Screen
{ {
private: private:
SDL_Window *mWindow; // Ventana de la aplicación SDL_Window *mWindow; // Ventana de la aplicación
SDL_Renderer *mRenderer; // El renderizador de la ventana SDL_Renderer *mRenderer; // El renderizador de la ventana
SDL_Texture *mGameCanvas; // Textura para completar la ventana de juego hasta la pantalla completa SDL_Texture *mGameCanvas; // Textura para completar la ventana de juego hasta la pantalla completa
options_t *mOptions; // Variable con todas las opciones del programa
int mScreenWidth; // Ancho de la pantalla int mScreenWidth; // Ancho de la pantalla
int mScreenHeight; // Alto de la pantalla int mScreenHeight; // Alto de la pantalla
@@ -23,7 +24,7 @@ private:
public: public:
// Constructor // Constructor
Screen(SDL_Window *windows, SDL_Renderer *renderer, int screenWidth, int screenHeight, bool integerScale = false); Screen(SDL_Window *window, SDL_Renderer *renderer, options_t *options);
// Destructor // Destructor
~Screen(); ~Screen();

View File

@@ -517,7 +517,10 @@ void Title::updateMenuLabels()
void Title::applyOptions() void Title::applyOptions()
{ {
SDL_SetWindowFullscreen(mWindow, mOptions->fullScreenMode); SDL_SetWindowFullscreen(mWindow, mOptions->fullScreenMode);
SDL_SetWindowSize(mWindow, mOptions->screenWidth * mOptions->windowSize, mOptions->screenHeight * mOptions->windowSize); if (mOptions->fullScreenMode == 0)
SDL_SetWindowSize(mWindow, mOptions->screenWidth * mOptions->windowSize, mOptions->screenHeight * mOptions->windowSize);
//SDL_RenderSetLogicalSize(mRenderer, mOptions->screenWidth, mOptions->screenHeight);
mLang->setLang(mOptions->language); mLang->setLang(mOptions->language);
updateMenuLabels(); updateMenuLabels();