Screen: resolucion del juego y del overlay independientes
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6
main.cpp
6
main.cpp
@@ -33,8 +33,8 @@ int main(int argc, char *argv[])
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initOptions(options);
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options->screen.nativeWidth = 320;
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options->screen.nativeHeight = 240;
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options->screen.nativeZoom = 1;
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options->screen.windowZoom = 2;
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options->screen.nativeZoom = 2;
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options->screen.windowZoom = 1;
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options->console = false;
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// Inicializa la lista de recursos
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@@ -98,7 +98,7 @@ int main(int argc, char *argv[])
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sprite->setVelY(2);
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// Bucle principal
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JA_PlayMusic(music, true);
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//JA_PlayMusic(music, true);
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bool should_exit = false;
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while (!should_exit)
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{
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@@ -56,6 +56,7 @@ void Screen::clean(color_t color)
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void Screen::start()
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{
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SDL_SetRenderTarget(renderer, gameCanvas);
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SDL_RenderSetLogicalSize(renderer, options->screen.nativeWidth, options->screen.nativeHeight);
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}
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// Vuelca el contenido del renderizador en pantalla
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@@ -68,6 +69,8 @@ void Screen::blit()
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SDL_SetRenderDrawColor(renderer, borderColor.r, borderColor.g, borderColor.b, 0xFF);
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SDL_RenderClear(renderer);
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SDL_RenderSetLogicalSize(renderer, gameWidth, gameHeight);
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// Copia la textura de juego en el renderizador en la posición adecuada
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SDL_RenderCopy(renderer, gameCanvas, nullptr, &dest);
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@@ -167,7 +170,7 @@ void Screen::setVideoMode(int videoMode)
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// Modifica el tamaño del renderizador
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// SDL_RenderSetLogicalSize(renderer, windowWidth, windowHeight);
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SDL_RenderSetLogicalSize(renderer, gameWidth, gameHeight);
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//SDL_RenderSetLogicalSize(renderer, gameWidth, gameHeight);
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// Actualiza las opciones
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options->screen.mode = videoMode;
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