Tocant coses d'Screen, pero no acaba de funcionar be res
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@@ -305,12 +305,12 @@ bool Director::initSDL()
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SDL_GetCurrentDisplayMode(0, &DM);
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// Calcula el máximo factor de zoom que se puede aplicar a la pantalla
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options.video.window.max_size = std::min(DM.w / param.game.width, DM.h / param.game.height);
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options.video.window.size = std::min(options.video.window.size, options.video.window.max_size);
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options.video.window.max_zoom = std::min(DM.w / param.game.width, DM.h / param.game.height);
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options.video.window.zoom = std::min(options.video.window.zoom, options.video.window.max_zoom);
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// Muestra información sobre el tamaño de la pantalla y de la ventana de juego
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std::cout << "\nCurrent display mode: " << DM.w << "x" << DM.h << " @ " << DM.refresh_rate << "Hz" << std::endl;
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std::cout << "Window resolution : " << param.game.width << "x" << param.game.height << " x" << options.video.window.size << std::endl;
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std::cout << "Window resolution : " << param.game.width << "x" << param.game.height << " x" << options.video.window.zoom << std::endl;
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// Establece el filtro de la textura
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if (!SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, std::to_string(static_cast<int>(options.video.filter)).c_str()))
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@@ -324,7 +324,7 @@ bool Director::initSDL()
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}
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// Crea la ventana
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window_ = SDL_CreateWindow(WINDOW_CAPTION, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, param.game.width * options.video.window.size, param.game.height * options.video.window.size, SDL_WINDOW_HIDDEN);
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window_ = SDL_CreateWindow(WINDOW_CAPTION, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, param.game.width * options.video.window.zoom, param.game.height * options.video.window.zoom, SDL_WINDOW_HIDDEN);
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if (!window_)
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{
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std::cout << "Window could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
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@@ -354,6 +354,7 @@ bool Director::initSDL()
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SDL_SetRenderDrawColor(renderer_, 0x00, 0x00, 0x00, 0xFF);
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SDL_RenderSetLogicalSize(renderer_, param.game.width, param.game.height);
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SDL_RenderSetIntegerScale(renderer_, static_cast<SDL_bool>(options.video.integer_scale));
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SDL_SetWindowFullscreen(window_, static_cast<Uint32>(options.video.mode));
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SDL_SetRenderDrawBlendMode(renderer_, SDL_BLENDMODE_BLEND);
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}
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}
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