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();
// 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
initJailAudio();
@@ -361,15 +361,15 @@ bool Director::loadConfigFile()
{
// Pone unos valores por defecto
mOptions->fullScreenMode = 0;
mOptions->windowSize = 1;
mOptions->windowSize = 3;
mOptions->language = en_UK;
mOptions->difficulty = DIFFICULTY_NORMAL;
mOptions->input[0].deviceType = INPUT_USE_KEYBOARD;
mOptions->input[1].deviceType = INPUT_USE_GAMECONTROLLER;
mOptions->filter = FILTER_NEAREST;
mOptions->vSync = true;
mOptions->screenWidth = 544;
mOptions->screenHeight = 834;
mOptions->screenWidth = 2560/4;
mOptions->screenHeight = 1600/4;
mOptions->integerScale = false;
// Indicador de éxito en la carga

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};

View File

@@ -12,6 +12,7 @@ private:
SDL_Window *mWindow; // Ventana de la aplicación
SDL_Renderer *mRenderer; // El renderizador de la ventana
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 mScreenHeight; // Alto de la pantalla
@@ -23,7 +24,7 @@ private:
public:
// 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
~Screen();

View File

@@ -517,7 +517,10 @@ void Title::updateMenuLabels()
void Title::applyOptions()
{
SDL_SetWindowFullscreen(mWindow, mOptions->fullScreenMode);
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);
updateMenuLabels();