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