105 lines
2.9 KiB
C++
105 lines
2.9 KiB
C++
#include "screen.h"
|
|
#include "const.h"
|
|
|
|
// Constructor
|
|
Screen::Screen(SDL_Window *window, SDL_Renderer *renderer, options_t *options)
|
|
{
|
|
// Inicializa variables
|
|
mWindow = window;
|
|
mRenderer = renderer;
|
|
mOptions = options;
|
|
|
|
mScreenWidth = mOptions->screenWidth;
|
|
mScreenHeight = mOptions->screenHeight;
|
|
mGameCanvasWidth = SCREEN_WIDTH;
|
|
mGameCanvasHeight = SCREEN_HEIGHT;
|
|
|
|
mDest.x = (mScreenWidth - mGameCanvasWidth) / 2;
|
|
mDest.y = (mScreenHeight - mGameCanvasHeight) / 2;
|
|
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))
|
|
{
|
|
scale++;
|
|
}
|
|
|
|
if (mIntegerScale)
|
|
{
|
|
mDest.w = mGameCanvasWidth * scale;
|
|
mDest.h = mGameCanvasHeight * scale;
|
|
mDest.x = (mScreenWidth - mDest.w) / 2;
|
|
mDest.y = (mScreenHeight - mDest.h) / 2;
|
|
}
|
|
else
|
|
{
|
|
mDest.w = mScreenWidth;
|
|
mDest.h = mScreenHeight;
|
|
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};
|
|
|
|
// Crea la textura donde se dibujan los graficos del juego
|
|
mGameCanvas = SDL_CreateTexture(mRenderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, mGameCanvasWidth, mGameCanvasHeight);
|
|
if (mGameCanvas == NULL)
|
|
printf("TitleSurface could not be created!\nSDL Error: %s\n", SDL_GetError());
|
|
}
|
|
|
|
// Destructor
|
|
Screen::~Screen()
|
|
{
|
|
mRenderer = nullptr;
|
|
}
|
|
|
|
// Limpia la pantalla
|
|
void Screen::clean(color_t color)
|
|
{
|
|
SDL_SetRenderDrawColor(mRenderer, color.r, color.g, color.b, 0xFF);
|
|
SDL_RenderClear(mRenderer);
|
|
}
|
|
|
|
// Prepara para empezar a dibujar en la textura de juego
|
|
void Screen::start()
|
|
{
|
|
SDL_SetRenderTarget(mRenderer, mGameCanvas);
|
|
}
|
|
|
|
// Vuelca el contenido del renderizador en pantalla
|
|
void Screen::blit()
|
|
{
|
|
// Vuelve a dejar el renderizador en modo normal
|
|
SDL_SetRenderTarget(mRenderer, NULL);
|
|
|
|
// Borra el contenido previo
|
|
SDL_SetRenderDrawColor(mRenderer, mBorderColor.r, mBorderColor.g, mBorderColor.b, 0xFF);
|
|
SDL_RenderClear(mRenderer);
|
|
|
|
// Copia la textura de juego en el renderizador en la posición adecuada
|
|
SDL_RenderCopy(mRenderer, mGameCanvas, NULL, &mDest);
|
|
|
|
// Muestra por pantalla el renderizador
|
|
SDL_RenderPresent(mRenderer);
|
|
} |