forked from jaildesigner-jailgames/jaildoctors_dilemma
532 lines
19 KiB
C++
532 lines
19 KiB
C++
#include "screen.h"
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#include <SDL3/SDL.h>
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#include <ctype.h> // Para toupper
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#include <algorithm> // Para max, min, transform
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#include <fstream> // Para basic_ostream, operator<<, endl, basic_...
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#include <iostream> // Para cerr
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#include <iterator> // Para istreambuf_iterator, operator==
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#include <string> // Para char_traits, string, operator+, operator==
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#include "asset.h" // Para Asset, AssetType
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#include "mouse.h" // Para updateCursorVisibility
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#include "options.h" // Para Options, options, OptionsVideo, Border
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#include "rendering/opengl/opengl_shader.h" // Para OpenGLShader
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#include "resource.h" // Para Resource
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#include "surface.h" // Para Surface, readPalFile
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#include "text.h" // Para Text
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#include "ui/notifier.h" // Para Notifier
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// [SINGLETON]
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Screen* Screen::screen_ = nullptr;
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// [SINGLETON] Crearemos el objeto con esta función estática
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void Screen::init(SDL_Window* window, SDL_Renderer* renderer) {
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Screen::screen_ = new Screen(window, renderer);
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}
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// [SINGLETON] Destruiremos el objeto con esta función estática
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void Screen::destroy() {
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delete Screen::screen_;
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}
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// [SINGLETON] Con este método obtenemos el objeto y podemos trabajar con él
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Screen* Screen::get() {
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return Screen::screen_;
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}
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// Constructor
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Screen::Screen(SDL_Window* window, SDL_Renderer* renderer)
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: window_(window),
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renderer_(renderer),
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palettes_(Asset::get()->getListByType(AssetType::PALETTE)) {
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// Inicializa variables
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getDisplayInfo();
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// Ajusta los tamaños
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game_surface_dstrect_ = {options.video.border.width, options.video.border.height, options.game.width, options.game.height};
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adjustWindowSize();
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current_palette_ = findPalette(options.video.palette);
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// Define el color del borde para el modo de pantalla completa
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border_color_ = static_cast<Uint8>(PaletteColor::BLACK);
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// Crea la textura donde se dibujan los graficos del juego
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game_texture_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, options.game.width, options.game.height);
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if (!game_texture_) {
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// Registrar el error si está habilitado
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if (options.console) {
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std::cerr << "Error: game_texture_ could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
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}
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}
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SDL_SetTextureScaleMode(game_texture_, SDL_SCALEMODE_NEAREST);
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// Crea la textura donde se dibuja el borde que rodea el area de juego
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border_texture_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, options.game.width + options.video.border.width * 2, options.game.height + options.video.border.height * 2);
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if (!border_texture_) {
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// Registrar el error si está habilitado
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if (options.console) {
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std::cerr << "Error: border_texture_ could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
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}
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}
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SDL_SetTextureScaleMode(border_texture_, SDL_SCALEMODE_NEAREST);
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// Crea la textura para los shaders
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const int EXTRA_WIDTH = options.video.border.enabled ? options.video.border.width * 2 : 0;
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const int EXTRA_HEIGHT = options.video.border.enabled ? options.video.border.height * 2 : 0;
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shaders_texture_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, options.game.width + EXTRA_WIDTH, options.game.height + EXTRA_HEIGHT);
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if (!shaders_texture_) {
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// Registrar el error si está habilitado
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if (options.console) {
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std::cerr << "Error: shaders_texture_ could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
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}
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}
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SDL_SetTextureScaleMode(shaders_texture_, SDL_SCALEMODE_NEAREST);
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// Crea la surface donde se dibujan los graficos del juego
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game_surface_ = std::make_shared<Surface>(options.game.width, options.game.height);
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game_surface_->setPalette(readPalFile(palettes_.at(current_palette_)));
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game_surface_->clear(static_cast<Uint8>(PaletteColor::BLACK));
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// Crea la surface para el borde de colores
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border_surface_ = std::make_shared<Surface>(options.game.width + options.video.border.width * 2, options.game.height + options.video.border.height * 2);
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border_surface_->setPalette(readPalFile(palettes_.at(current_palette_)));
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border_surface_->clear(border_color_);
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// Establece la surface que actuará como renderer para recibir las llamadas a render()
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renderer_surface_ = std::make_shared<std::shared_ptr<Surface>>(game_surface_);
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// Establece el modo de video
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setVideoMode(options.video.fullscreen);
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// Muestra la ventana
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show();
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// Extrae el nombre de las paletas desde su ruta
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processPaletteList();
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}
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// Destructor
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Screen::~Screen() {
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SDL_DestroyTexture(game_texture_);
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SDL_DestroyTexture(border_texture_);
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SDL_DestroyTexture(shaders_texture_);
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}
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// Limpia el renderer
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void Screen::clearRenderer(Color color) {
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SDL_SetRenderDrawColor(renderer_, color.r, color.g, color.b, 0xFF);
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SDL_RenderClear(renderer_);
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}
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// Prepara para empezar a dibujar en la textura de juego
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void Screen::start() { setRendererSurface(nullptr); }
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// Vuelca el contenido del renderizador en pantalla
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void Screen::render() {
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fps_.increment();
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// Renderiza todos los overlays
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renderOverlays();
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// Copia la surface a la textura
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surfaceToTexture();
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// Copia la textura al renderizador
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textureToRenderer();
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}
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// Establece el modo de video
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void Screen::setVideoMode(bool mode) {
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// Actualiza las opciones
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options.video.fullscreen = mode;
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// Configura el modo de pantalla y ajusta la ventana
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SDL_SetWindowFullscreen(window_, options.video.fullscreen);
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adjustWindowSize();
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adjustRenderLogicalSize();
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}
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// Camibia entre pantalla completa y ventana
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void Screen::toggleVideoMode() {
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options.video.fullscreen = !options.video.fullscreen;
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setVideoMode(options.video.fullscreen);
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}
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// Reduce el tamaño de la ventana
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bool Screen::decWindowZoom() {
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if (options.video.fullscreen == 0) {
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const int PREVIOUS_ZOOM = options.window.zoom;
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--options.window.zoom;
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options.window.zoom = std::max(options.window.zoom, 1);
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if (options.window.zoom != PREVIOUS_ZOOM) {
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setVideoMode(options.video.fullscreen);
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return true;
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}
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}
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return false;
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}
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// Aumenta el tamaño de la ventana
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bool Screen::incWindowZoom() {
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if (options.video.fullscreen == 0) {
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const int PREVIOUS_ZOOM = options.window.zoom;
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++options.window.zoom;
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options.window.zoom = std::min(options.window.zoom, options.window.max_zoom);
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if (options.window.zoom != PREVIOUS_ZOOM) {
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setVideoMode(options.video.fullscreen);
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return true;
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}
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}
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return false;
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}
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// Cambia el color del borde
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void Screen::setBorderColor(Uint8 color) {
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border_color_ = color;
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border_surface_->clear(border_color_);
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}
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// Cambia entre borde visible y no visible
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void Screen::toggleBorder() {
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options.video.border.enabled = !options.video.border.enabled;
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createShadersTexture();
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setVideoMode(options.video.fullscreen);
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}
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// Dibuja las notificaciones
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void Screen::renderNotifications() {
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if (notifications_enabled_) {
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Notifier::get()->render();
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}
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}
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// Cambia el estado de los shaders
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void Screen::toggleShaders() {
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options.video.shaders = !options.video.shaders;
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setVideoMode(options.video.fullscreen);
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}
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// Actualiza la lógica de la clase
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void Screen::update() {
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fps_.calculate(SDL_GetTicks());
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Notifier::get()->update();
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Mouse::updateCursorVisibility();
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}
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// Calcula el tamaño de la ventana
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void Screen::adjustWindowSize() {
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window_width_ = options.game.width + (options.video.border.enabled ? options.video.border.width * 2 : 0);
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window_height_ = options.game.height + (options.video.border.enabled ? options.video.border.height * 2 : 0);
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// Establece el nuevo tamaño
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if (options.video.fullscreen == 0) {
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int old_width, old_height;
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SDL_GetWindowSize(window_, &old_width, &old_height);
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int old_pos_x, old_pos_y;
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SDL_GetWindowPosition(window_, &old_pos_x, &old_pos_y);
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const int NEW_POS_X = old_pos_x + (old_width - (window_width_ * options.window.zoom)) / 2;
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const int NEW_POS_Y = old_pos_y + (old_height - (window_height_ * options.window.zoom)) / 2;
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SDL_SetWindowSize(window_, window_width_ * options.window.zoom, window_height_ * options.window.zoom);
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SDL_SetWindowPosition(window_, std::max(NEW_POS_X, WINDOWS_DECORATIONS), std::max(NEW_POS_Y, 0));
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}
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}
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// Ajusta el tamaño lógico del renderizador
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void Screen::adjustRenderLogicalSize() {
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SDL_SetRenderLogicalPresentation(renderer_, window_width_, window_height_, options.video.integer_scale ? SDL_LOGICAL_PRESENTATION_INTEGER_SCALE : SDL_LOGICAL_PRESENTATION_LETTERBOX);
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}
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// Establece el renderizador para las surfaces
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void Screen::setRendererSurface(std::shared_ptr<Surface> surface) {
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(surface) ? renderer_surface_ = std::make_shared<std::shared_ptr<Surface>>(surface) : renderer_surface_ = std::make_shared<std::shared_ptr<Surface>>(game_surface_);
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}
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// Cambia la paleta
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void Screen::nextPalette() {
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++current_palette_;
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if (current_palette_ == static_cast<int>(palettes_.size())) {
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current_palette_ = 0;
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}
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setPalete();
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}
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// Cambia la paleta
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void Screen::previousPalette() {
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if (current_palette_ > 0) {
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--current_palette_;
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} else {
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current_palette_ = static_cast<Uint8>(palettes_.size() - 1);
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}
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setPalete();
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}
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// Establece la paleta
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void Screen::setPalete() {
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game_surface_->loadPalette(Resource::get()->getPalette(palettes_.at(current_palette_)));
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border_surface_->loadPalette(Resource::get()->getPalette(palettes_.at(current_palette_)));
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options.video.palette = palettes_.at(current_palette_);
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// Eliminar ".gif"
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size_t pos = options.video.palette.find(".pal");
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if (pos != std::string::npos) {
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options.video.palette.erase(pos, 4);
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}
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// Convertir a mayúsculas
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std::transform(options.video.palette.begin(), options.video.palette.end(), options.video.palette.begin(), ::toupper);
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}
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// Extrae los nombres de las paletas
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void Screen::processPaletteList() {
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for (auto& palette : palettes_) {
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palette = getFileName(palette);
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}
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}
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// Copia la surface a la textura
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void Screen::surfaceToTexture() {
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if (options.video.border.enabled) {
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border_surface_->copyToTexture(renderer_, border_texture_);
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game_surface_->copyToTexture(renderer_, border_texture_, nullptr, &game_surface_dstrect_);
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} else {
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game_surface_->copyToTexture(renderer_, game_texture_);
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}
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}
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// Copia la textura al renderizador
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void Screen::textureToRenderer() {
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SDL_Texture* texture_to_render = options.video.border.enabled ? border_texture_ : game_texture_;
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if (options.video.shaders && shader_backend_) {
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SDL_SetRenderTarget(renderer_, shaders_texture_);
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SDL_RenderTexture(renderer_, texture_to_render, nullptr, nullptr);
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SDL_SetRenderTarget(renderer_, nullptr);
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shader_backend_->render();
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} else {
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SDL_SetRenderTarget(renderer_, nullptr);
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SDL_SetRenderDrawColor(renderer_, 0x00, 0x00, 0x00, 0xFF);
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SDL_RenderClear(renderer_);
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SDL_RenderTexture(renderer_, texture_to_render, nullptr, nullptr);
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SDL_RenderPresent(renderer_);
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}
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}
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// Renderiza todos los overlays
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void Screen::renderOverlays() {
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renderNotifications();
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renderInfo();
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}
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// Localiza la paleta dentro del vector de paletas
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size_t Screen::findPalette(const std::string& name) {
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std::string upper_name = toUpper(name + ".pal");
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for (size_t i = 0; i < palettes_.size(); ++i) {
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if (toUpper(getFileName(palettes_[i])) == upper_name) {
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return i;
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}
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}
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return static_cast<size_t>(0);
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}
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// Recrea la textura para los shaders
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void Screen::createShadersTexture() {
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if (shaders_texture_) {
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SDL_DestroyTexture(shaders_texture_);
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}
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// Crea la textura donde se dibuja el borde que rodea el area de juego
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const int EXTRA_WIDTH = options.video.border.enabled ? options.video.border.width * 2 : 0;
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const int EXTRA_HEIGHT = options.video.border.enabled ? options.video.border.height * 2 : 0;
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shaders_texture_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, options.game.width + EXTRA_WIDTH, options.game.height + EXTRA_HEIGHT);
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if (!shaders_texture_) {
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// Registrar el error si está habilitado
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if (options.console) {
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std::cerr << "Error: shaders_texture_ could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
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}
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}
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}
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// Muestra información por pantalla
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void Screen::renderInfo() {
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if (show_debug_info_ && Resource::get()) {
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auto text = Resource::get()->getText("smb2");
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auto color = static_cast<Uint8>(PaletteColor::YELLOW);
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// FPS
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const std::string FPS_TEXT = std::to_string(fps_.lastValue) + " FPS";
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text->writeColored(options.game.width - text->lenght(FPS_TEXT), 0, FPS_TEXT, color);
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// Resolution
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text->writeColored(0, 0, info_resolution_, color);
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}
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}
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// Limpia la game_surface_
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void Screen::clearSurface(Uint8 index) { game_surface_->clear(index); }
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// Establece el tamaño del borde
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void Screen::setBorderWidth(int width) { options.video.border.width = width; }
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// Establece el tamaño del borde
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void Screen::setBorderHeight(int height) { options.video.border.height = height; }
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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) { options.video.border.enabled = value; }
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// Muestra la ventana
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void Screen::show() { SDL_ShowWindow(window_); }
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// Oculta la ventana
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void Screen::hide() { SDL_HideWindow(window_); }
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// Establece la visibilidad de las notificaciones
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void Screen::setNotificationsEnabled(bool value) { notifications_enabled_ = value; }
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// Activa / desactiva la información de debug
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void Screen::toggleDebugInfo() { show_debug_info_ = !show_debug_info_; }
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// Alterna entre activar y desactivar el escalado entero
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void Screen::toggleIntegerScale() {
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options.video.integer_scale = !options.video.integer_scale;
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SDL_SetRenderLogicalPresentation(renderer_, options.game.width, options.game.height, options.video.integer_scale ? SDL_LOGICAL_PRESENTATION_INTEGER_SCALE : SDL_LOGICAL_PRESENTATION_LETTERBOX);
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}
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// Getters
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SDL_Renderer* Screen::getRenderer() { return renderer_; }
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std::shared_ptr<Surface> Screen::getRendererSurface() { return (*renderer_surface_); }
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std::shared_ptr<Surface> Screen::getBorderSurface() { return border_surface_; }
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std::vector<uint8_t> loadData(const std::string& filepath) {
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// Fallback a filesystem
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std::ifstream file(filepath, std::ios::binary | std::ios::ate);
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if (!file) {
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return {};
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}
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std::streamsize fileSize = file.tellg();
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file.seekg(0, std::ios::beg);
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std::vector<uint8_t> data(fileSize);
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if (!file.read(reinterpret_cast<char*>(data.data()), fileSize)) {
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return {};
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}
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return data;
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}
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// Carga el contenido de los archivos GLSL
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void Screen::loadShaders() {
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if (vertex_shader_source_.empty()) {
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// Detectar si necesitamos OpenGL ES (Raspberry Pi)
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// Intentar cargar versión ES primero si existe
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std::string VERTEX_FILE = "crtpi_vertex_es.glsl";
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auto data = loadData(Asset::get()->get(VERTEX_FILE));
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if (data.empty()) {
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// Si no existe versión ES, usar versión Desktop
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VERTEX_FILE = "crtpi_vertex.glsl";
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data = loadData(Asset::get()->get(VERTEX_FILE));
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Usando shaders OpenGL Desktop 3.3");
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} else {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Usando shaders OpenGL ES 3.0 (Raspberry Pi)");
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}
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if (!data.empty()) {
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vertex_shader_source_ = std::string(data.begin(), data.end());
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}
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}
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if (fragment_shader_source_.empty()) {
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// Intentar cargar versión ES primero si existe
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std::string FRAGMENT_FILE = "crtpi_fragment_es.glsl";
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auto data = loadData(Asset::get()->get(FRAGMENT_FILE));
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if (data.empty()) {
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// Si no existe versión ES, usar versión Desktop
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FRAGMENT_FILE = "crtpi_fragment.glsl";
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data = loadData(Asset::get()->get(FRAGMENT_FILE));
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}
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if (!data.empty()) {
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fragment_shader_source_ = std::string(data.begin(), data.end());
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}
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}
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}
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// Inicializa los shaders
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void Screen::initShaders() {
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#ifndef __APPLE__
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if (options.video.shaders) {
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loadShaders();
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if (!shader_backend_) {
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shader_backend_ = std::make_unique<Rendering::OpenGLShader>();
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}
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shader_backend_->init(window_, game_texture_, vertex_shader_source_, fragment_shader_source_);
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}
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#else
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// En macOS, OpenGL está deprecated y rinde mal
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// TODO: Implementar backend de Metal para shaders en macOS
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
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"Shaders no disponibles en macOS (OpenGL deprecated). Usa Metal backend.");
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#endif
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}
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// Obtiene información sobre la pantalla
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void Screen::getDisplayInfo() {
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int i;
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int num_displays = 0;
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SDL_DisplayID *displays = SDL_GetDisplays(&num_displays);
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if (displays != nullptr) {
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for (i = 0; i < num_displays; ++i) {
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SDL_DisplayID instance_id = displays[i];
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const char *name = SDL_GetDisplayName(instance_id);
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Display %" SDL_PRIu32 ": %s", instance_id, (name != nullptr) ? name : "Unknown");
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}
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const auto *dm = SDL_GetCurrentDisplayMode(displays[0]);
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// Guarda información del monitor en display_monitor_
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const char *first_display_name = SDL_GetDisplayName(displays[0]);
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display_monitor_.name = (first_display_name != nullptr) ? first_display_name : "Unknown";
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display_monitor_.width = static_cast<int>(dm->w);
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display_monitor_.height = static_cast<int>(dm->h);
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display_monitor_.refresh_rate = static_cast<int>(dm->refresh_rate);
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// Calcula el máximo factor de zoom que se puede aplicar a la pantalla
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options.window.max_zoom = std::min(dm->w / options.game.width, dm->h / options.game.height);
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options.window.zoom = std::min(options.window.zoom, options.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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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Current display mode: %dx%d @ %dHz", static_cast<int>(dm->w), static_cast<int>(dm->h), static_cast<int>(dm->refresh_rate));
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Window resolution: %dx%d x%d", static_cast<int>(options.game.width), static_cast<int>(options.game.height), options.window.zoom);
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options.video.info = std::to_string(static_cast<int>(dm->w)) + "x" +
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std::to_string(static_cast<int>(dm->h)) + " @ " +
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std::to_string(static_cast<int>(dm->refresh_rate)) + " Hz";
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// Calcula el máximo factor de zoom que se puede aplicar a la pantalla
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const int MAX_ZOOM = std::min(dm->w / options.game.width, (dm->h - WINDOWS_DECORATIONS) / options.game.height);
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// Normaliza los valores de zoom
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options.window.zoom = std::min(options.window.zoom, MAX_ZOOM);
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SDL_free(displays);
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}
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} |