Commit para seguir en otro ordenador

This commit is contained in:
2021-09-14 22:52:25 +02:00
parent 8c919abc9d
commit 778672a6f5
4 changed files with 50 additions and 46 deletions

View File

@@ -10,25 +10,34 @@ Screen::Screen(SDL_Window *window, SDL_Renderer *renderer, int screenWidth, int
mScreenWidth = screenWidth;
mScreenHeight = screenHeight;
mGameCanvasWidth = SCREEN_WIDTH;
mGameCanvasWidth = SCREEN_WIDTH;
mGameCanvasHeight = SCREEN_HEIGHT;
mGameCanvasPosX = (mScreenWidth - mGameCanvasWidth) / 2;
mGameCanvasPosY = (mScreenHeight - mGameCanvasHeight) / 2;
mDest.x = (mScreenWidth - mGameCanvasWidth) / 2;
mDest.y = (mScreenHeight - mGameCanvasHeight) / 2;
mIntegerScale = integerScale;
//mIntegerScale = true;
// Calcula el tamaño de la escala máxima
mScale = 0;
int width = mGameCanvasWidth;
int height = mGameCanvasHeight;
while (((width * (mScale + 1)) < mScreenWidth) && ((height * (mScale + 1)) < mScreenHeight))
int scale = 0;
while (((mGameCanvasWidth * (scale + 1)) <= mScreenWidth) && ((mGameCanvasHeight * (scale + 1)) <= mScreenHeight))
{
mScale++;
scale++;
}
width = width * mScale;
height = height * mScale;
mGameCanvasPosX = (mScreenWidth - width) / 2;
mGameCanvasPosY = (mScreenHeight - height) / 2;
if (mIntegerScale)
{
mDest.w = mGameCanvasWidth * scale;
mDest.h = mGameCanvasHeight * scale;
mDest.x = (mScreenWidth - mGameCanvasWidth) / 2;
mDest.y = (mScreenHeight - mGameCanvasHeight) / 2;
}
else
{
mDest.w = mScreenWidth;
mDest.h = mScreenHeight;
mDest.x = mDest.y = 0;
}
mBorderColor = {0x27, 0x27, 0x36};
mBorderColor = {0x00, 0x00, 0x00};
@@ -68,11 +77,8 @@ void Screen::blit()
SDL_SetRenderDrawColor(mRenderer, mBorderColor.r, mBorderColor.g, mBorderColor.b, 0xFF);
SDL_RenderClear(mRenderer);
// Rectangulo de destino donde se dibujarà la textura con el juego
SDL_Rect dest = {mGameCanvasPosX, mGameCanvasPosY, mGameCanvasWidth*mScale, mGameCanvasHeight*mScale};
// Copia la textura de juego en el renderizador en la posición adecuada
SDL_RenderCopy(mRenderer, mGameCanvas, NULL, &dest);
SDL_RenderCopy(mRenderer, mGameCanvas, NULL, &mDest);
// Muestra por pantalla el renderizador
SDL_RenderPresent(mRenderer);