Demo: implementado el cambio de tamaño de la ventana
This commit is contained in:
36
main.cpp
36
main.cpp
@@ -32,8 +32,10 @@ int main(int argc, char *argv[])
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// Inicializa las opciones
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struct options_t *options = new options_t;
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initOptions(options);
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options->gameWidth = 640;
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options->gameHeight = 480;
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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->console = true;
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// Inicializa la lista de recursos
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@@ -53,7 +55,7 @@ int main(int argc, char *argv[])
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// Inicializa SDL y la ventana
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SDL_Init(SDL_INIT_EVERYTHING);
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window = SDL_CreateWindow("jail_engine_demo", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, options->gameWidth, options->gameHeight, SDL_WINDOW_SHOWN);
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window = SDL_CreateWindow("jail_engine_demo", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, options->screen.nativeWidth * options->screen.nativeZoom * options->screen.windowZoom, options->screen.nativeHeight * options->screen.nativeZoom * options->screen.windowZoom, SDL_WINDOW_SHOWN);
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if (window != nullptr)
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{
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renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
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@@ -116,6 +118,19 @@ int main(int argc, char *argv[])
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{
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switch (event->key.keysym.scancode)
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{
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case SDL_SCANCODE_ESCAPE:
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should_exit = true;
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break;
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case SDL_SCANCODE_1:
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screen->decWindowSize();
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break;
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case SDL_SCANCODE_2:
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screen->incWindowSize();
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break;
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case SDL_SCANCODE_N:
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screen->showNotification("Ejemplo de notificacion", "con 2 lineas de texto", 0);
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break;
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@@ -139,7 +154,7 @@ int main(int argc, char *argv[])
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screen->update();
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// Actualiza el sprite
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if (sprite->getPosX() + sprite->getWidth() > options->gameWidth or sprite->getPosX() < 0)
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if (sprite->getPosX() + sprite->getWidth() > options->screen.nativeWidth or sprite->getPosX() < 0)
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{
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sprite->undoMoveX();
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int spr_direction = 1;
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@@ -155,7 +170,7 @@ int main(int argc, char *argv[])
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sprite->setVelX(spr_force * spr_direction);
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JA_PlaySound(sound);
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}
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if (sprite->getPosY() + sprite->getHeight() > options->gameHeight or sprite->getPosY() < 0)
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if (sprite->getPosY() + sprite->getHeight() > options->screen.nativeHeight or sprite->getPosY() < 0)
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{
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sprite->undoMoveY();
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int spr_direction = 1;
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@@ -193,8 +208,8 @@ int main(int argc, char *argv[])
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screen->clean();
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// Dibuja un degradado de fondo
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const int gradFirstLine = options->gameHeight / 3;
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const int gradLastLine = options->gameHeight;
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const int gradFirstLine = options->screen.nativeHeight / 3;
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const int gradLastLine = options->screen.nativeHeight;
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const int gradNumLines = gradLastLine - gradFirstLine;
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const int gradColorFrom = 0;
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@@ -203,14 +218,15 @@ int main(int argc, char *argv[])
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float step = ((float)(i - gradFirstLine) / gradNumLines);
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int color = gradColorFrom + ((gradCurrentColor - gradColorFrom) * step);
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SDL_SetRenderDrawColor(renderer, color, 0x00, 0x00, 0xFF);
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SDL_RenderDrawLine(renderer, 0, i, options->gameWidth, i);
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SDL_RenderDrawLine(renderer, 0, i, options->screen.nativeWidth, i);
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}
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// Escribe el texto
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text->setZoom(2);
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text->writeCentered(options->gameWidth / 2, text->getCharacterSize(), "Jail Engine DEMO");
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text->writeCentered(options->screen.nativeWidth / 2, text->getCharacterSize(), "Jail Engine DEMO");
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text->disableZoom();
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text->writeCentered(options->gameWidth / 2, text->getCharacterSize() * 6, "Pulsa 'N' para mostrar una notificacion");
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text->writeCentered(options->screen.nativeWidth / 2, text->getCharacterSize() * 7, "Pulsa 'N' para mostrar");
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text->writeCentered(options->screen.nativeWidth / 2, text->getCharacterSize() * 8, "una notificacion");
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// Dibuja el sprite
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sprite->render();
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@@ -142,11 +142,11 @@ void Notify::showText(string text1, string text2, int icon)
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}
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else if (options->notifications.posH == pos_middle)
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{
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despH = ((options->screen.windowWidth * options->windowSize) / 2 - (width / 2));
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despH = ((options->screen.nativeWidth * options->screen.windowZoom) / 2 - (width / 2));
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}
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else
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{
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despH = (options->screen.windowWidth * options->windowSize) - width - padding;
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despH = (options->screen.nativeWidth * options->screen.windowZoom) - width - padding;
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}
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// Posición vertical
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@@ -157,7 +157,7 @@ void Notify::showText(string text1, string text2, int icon)
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}
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else
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{
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despV = (options->screen.windowHeight * options->windowSize) - height - padding;
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despV = (options->screen.nativeHeight * options->screen.windowZoom) - height - padding;
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}
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const int travelDist = height + padding;
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@@ -10,10 +10,10 @@ Screen::Screen(SDL_Window *window, SDL_Renderer *renderer, options_t *options)
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this->renderer = renderer;
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this->options = options;
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gameCanvasWidth = options->gameWidth;
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gameCanvasHeight = options->gameHeight;
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borderWidth = options->borderWidth * 2;
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borderHeight = options->borderHeight * 2;
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gameCanvasWidth = options->screen.nativeWidth;
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gameCanvasHeight = options->screen.nativeHeight;
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borderWidth = options->screen.borderWidth * 2;
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borderHeight = options->screen.borderHeight * 2;
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iniFade();
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iniSpectrumFade();
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@@ -32,7 +32,7 @@ Screen::Screen(SDL_Window *window, SDL_Renderer *renderer, options_t *options)
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}
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// Establece el modo de video
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setVideoMode(options->videoMode);
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setVideoMode(options->screen.mode);
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}
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// Destructor
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@@ -90,7 +90,7 @@ void Screen::setVideoMode(int videoMode)
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// Muestra el puntero
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SDL_ShowCursor(SDL_ENABLE);
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if (options->borderEnabled)
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if (options->screen.borderEnabled)
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{
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windowWidth = gameCanvasWidth + borderWidth;
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windowHeight = gameCanvasHeight + borderHeight;
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@@ -99,13 +99,17 @@ void Screen::setVideoMode(int videoMode)
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else
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{
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windowWidth = gameCanvasWidth;
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windowHeight = gameCanvasHeight;
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dest = {0, 0, gameCanvasWidth, gameCanvasHeight};
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//windowWidth = gameCanvasWidth;
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windowWidth = gameCanvasWidth * options->screen.nativeZoom * options->screen.windowZoom;
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//windowHeight = gameCanvasHeight;
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windowHeight = gameCanvasHeight * options->screen.nativeZoom * options->screen.windowZoom;
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//dest = {0, 0, gameCanvasWidth, gameCanvasHeight};
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dest = {0, 0, windowWidth, windowHeight};
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}
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// Modifica el tamaño de la ventana
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SDL_SetWindowSize(window, windowWidth * options->windowSize, windowHeight * options->windowSize);
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//SDL_SetWindowSize(window, windowWidth * options->screen.windowZoom, windowHeight * options->screen.windowZoom);
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SDL_SetWindowSize(window, windowWidth, windowHeight);
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SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
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}
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@@ -119,7 +123,7 @@ void Screen::setVideoMode(int videoMode)
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SDL_GetWindowSize(window, &windowWidth, &windowHeight);
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// Aplica el escalado al rectangulo donde se pinta la textura del juego
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if (options->integerScale)
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if (options->screen.integerScale)
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{
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// Calcula el tamaño de la escala máxima
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int scale = 0;
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@@ -133,7 +137,7 @@ void Screen::setVideoMode(int videoMode)
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dest.x = (windowWidth - dest.w) / 2;
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dest.y = (windowHeight - dest.h) / 2;
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}
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else if (options->keepAspect)
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else if (options->screen.keepAspect)
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{
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float ratio = (float)gameCanvasWidth / (float)gameCanvasHeight;
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if ((windowWidth - gameCanvasWidth) >= (windowHeight - gameCanvasHeight))
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@@ -163,38 +167,36 @@ void Screen::setVideoMode(int videoMode)
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SDL_RenderSetLogicalSize(renderer, windowWidth, windowHeight);
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// Actualiza las opciones
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options->videoMode = videoMode;
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options->screen.windowWidth = windowWidth;
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options->screen.windowHeight = windowHeight;
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options->screen.mode = videoMode;
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}
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// Camibia entre pantalla completa y ventana
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void Screen::switchVideoMode()
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{
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options->videoMode = (options->videoMode == 0) ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0;
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setVideoMode(options->videoMode);
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options->screen.mode = (options->screen.mode == 0) ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0;
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setVideoMode(options->screen.mode);
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}
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// Cambia el tamaño de la ventana
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void Screen::setWindowSize(int size)
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{
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options->windowSize = size;
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options->screen.windowZoom = size;
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setVideoMode(0);
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}
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// Reduce el tamaño de la ventana
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void Screen::decWindowSize()
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{
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--options->windowSize;
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options->windowSize = std::max(options->windowSize, 1);
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--options->screen.windowZoom;
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options->screen.windowZoom = std::max(options->screen.windowZoom, 1);
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setVideoMode(0);
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}
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// Aumenta el tamaño de la ventana
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void Screen::incWindowSize()
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{
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++options->windowSize;
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options->windowSize = std::min(options->windowSize, 4);
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++options->screen.windowZoom;
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options->screen.windowZoom = std::min(options->screen.windowZoom, 4);
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setVideoMode(0);
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}
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@@ -213,25 +215,25 @@ void Screen::setBlendMode(SDL_BlendMode blendMode)
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// Establece el tamaño del borde
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void Screen::setBorderWidth(int s)
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{
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options->borderWidth = s;
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options->screen.borderWidth = s;
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}
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// Establece el tamaño del borde
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void Screen::setBorderHeight(int s)
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{
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options->borderHeight = s;
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options->screen.borderHeight = s;
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}
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// Establece si se ha de ver el borde en el modo ventana
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void Screen::setBorderEnabled(bool value)
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{
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options->borderEnabled = value;
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options->screen.borderEnabled = value;
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}
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// Cambia entre borde visible y no visible
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void Screen::switchBorder()
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{
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options->borderEnabled = !options->borderEnabled;
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options->screen.borderEnabled = !options->screen.borderEnabled;
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setVideoMode(0);
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}
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@@ -559,25 +559,24 @@ bool colorAreEqual(color_t color1, color_t color2)
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void initOptions(options_t *options)
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{
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options->configVersion = "";
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options->videoMode = 0;
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options->windowSize = 1;
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options->filter = 0;
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options->vSync = true;
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options->gameWidth = 320;
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options->gameHeight = 240;
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options->integerScale = true;
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options->keepAspect = true;
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options->borderEnabled = false;
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options->borderWidth = 0;
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options->borderHeight = 0;
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options->palette = p_zxspectrum;
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options->console = false;
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options->screen.mode = 0;
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options->screen.windowZoom = 1;
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options->screen.filter = 0;
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options->screen.vsync = true;
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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.integerScale = true;
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options->screen.keepAspect = true;
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options->screen.borderEnabled = false;
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options->screen.borderWidth = 0;
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options->screen.borderHeight = 0;
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options->notifications.posV = pos_top;
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options->notifications.posH = pos_left;
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options->notifications.sound = true;
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options->notifications.color = {48, 48, 48};
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options->screen.windowWidth = options->gameWidth * options->windowSize;
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options->screen.windowHeight = options->gameHeight * options->windowSize;
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}
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@@ -122,25 +122,24 @@ struct op_stats_t
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// Estructura con opciones de la pantalla
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struct op_screen_t
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{
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int windowWidth; // Ancho de la ventana
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int windowHeight; // Alto de la ventana
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Uint32 mode; // Contiene el valor del modo de pantalla completa
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Uint32 filter; // Filtro usado para el escalado de la imagen
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bool vsync; // Indica si se quiere usar vsync o no
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bool integerScale; // Indica si el escalado de la imagen ha de ser entero en el modo a pantalla completa
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bool keepAspect; // Indica si se ha de mantener la relación de aspecto al poner el modo a pantalla completa
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bool borderEnabled; // Indica si ha de mostrar el borde en el modo de ventana
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int borderWidth; // Cantidad de pixels que se añade en el borde de la ventana
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int borderHeight; // Cantidad de pixels que se añade en el borde de la ventana
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int nativeWidth; // Ancho de la textura original de renderizado del juego
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int nativeHeight; // Alto de la textura original de renderizado del juego
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int nativeZoom; // Zoom que se aplica a la textura original de renderizado del juego
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int windowZoom; // Zoom que se aplica a la ventana de juegoF
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};
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// Estructura con todas las opciones de configuración del programa
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struct options_t
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{
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string configVersion; // Versión del programa. Sirve para saber si las opciones son compatibles
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Uint32 videoMode; // Contiene el valor del modo de pantalla completa
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int windowSize; // Contiene el valor por el que se multiplica el tamaño de la ventana
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Uint32 filter; // Filtro usado para el escalado de la imagen
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bool vSync; // Indica si se quiere usar vsync o no
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int gameWidth; // Ancho de la resolucion nativa del juego
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int gameHeight; // Alto de la resolucion nativa del juego
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bool integerScale; // Indica si el escalado de la imagen ha de ser entero en el modo a pantalla completa
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bool keepAspect; // Indica si se ha de mantener la relación de aspecto al poner el modo a pantalla completa
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bool borderEnabled; // Indica si ha de mostrar el borde en el modo de ventana
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int borderWidth; // Cantidad de pixels que se añade en el borde de la ventana
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int borderHeight; // Cantidad de pixels que se añade en el borde de la ventana
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palette_e palette; // Paleta de colores a usar en el juego
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bool console; // Indica si ha de mostrar información por la consola de texto
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cheat_t cheat; // Contiene trucos y ventajas para el juego
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