Trabajando en el escalado entero y el tamaño personalizable de la ventana de renderizado a traves de las opciones

This commit is contained in:
2021-09-14 21:15:52 +02:00
parent 7e37da3999
commit 8c919abc9d
5 changed files with 45 additions and 10 deletions

View File

@@ -2,18 +2,33 @@
#include "const.h"
// Constructor
Screen::Screen(SDL_Window *window, SDL_Renderer *renderer)
Screen::Screen(SDL_Window *window, SDL_Renderer *renderer, int screenWidth, int screenHeight, bool integerScale)
{
// Inicializa variables
mWindow = window;
mRenderer = renderer;
mScreenWidth = REAL_SCREEN_WIDTH;
mScreenHeight = REAL_SCREEN_HEIGHT;
mScreenWidth = screenWidth;
mScreenHeight = screenHeight;
mGameCanvasWidth = SCREEN_WIDTH;
mGameCanvasHeight = SCREEN_HEIGHT;
mGameCanvasPosX = (mScreenWidth - mGameCanvasWidth) / 2;
mGameCanvasPosY = (mScreenHeight - mGameCanvasHeight) / 2;
mIntegerScale = integerScale;
// Calcula el tamaño de la escala máxima
mScale = 0;
int width = mGameCanvasWidth;
int height = mGameCanvasHeight;
while (((width * (mScale + 1)) < mScreenWidth) && ((height * (mScale + 1)) < mScreenHeight))
{
mScale++;
}
width = width * mScale;
height = height * mScale;
mGameCanvasPosX = (mScreenWidth - width) / 2;
mGameCanvasPosY = (mScreenHeight - height) / 2;
mBorderColor = {0x27, 0x27, 0x36};
mBorderColor = {0x00, 0x00, 0x00};
@@ -54,7 +69,7 @@ void Screen::blit()
SDL_RenderClear(mRenderer);
// Rectangulo de destino donde se dibujarà la textura con el juego
SDL_Rect dest = {mGameCanvasPosX, mGameCanvasPosY, mGameCanvasWidth, mGameCanvasHeight};
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);