diff options
author | heavydemon21 <nielsstunnebrink1@gmail.com> | 2024-11-27 10:38:47 +0100 |
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committer | heavydemon21 <nielsstunnebrink1@gmail.com> | 2024-11-27 10:38:47 +0100 |
commit | 3b433353a83c2436b69f73ca1048842d906b1147 (patch) | |
tree | 30504fff94515f943db0701f0e35a6280ae110a0 /src/crepe/facade/SDLContext.cpp | |
parent | 368aeba5bcfafe445b3af5748f3798aa75003bf2 (diff) |
removed most static cast because of camera sizes vec2 -> ivec2
Diffstat (limited to 'src/crepe/facade/SDLContext.cpp')
-rw-r--r-- | src/crepe/facade/SDLContext.cpp | 20 |
1 files changed, 10 insertions, 10 deletions
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index fca3de4..6e22316 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -116,10 +116,10 @@ SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const vec2 & pos, const if (sprite.width > sprite.height) { width = sprite.width; - height = static_cast<int>(sprite.width / sprite.aspect_ratio); + height = sprite.width / sprite.aspect_ratio; } else { height = sprite.height; - width = static_cast<int>(sprite.height * sprite.aspect_ratio); + width = sprite.height * sprite.aspect_ratio; } cout << width << " " << height << " " << " " << sprite.aspect_ratio << endl; @@ -179,16 +179,16 @@ void SDLContext::set_camera(const Camera & cam) { // calculate black bars if (screen_aspect > viewport_aspect) { // lettorboxing - view.h = static_cast<int>(cam.screen.y / cam.zoom); - view.w = static_cast<int>(cam.screen.y * viewport_aspect); - view.x = static_cast<int>(cam.screen.x - view.w) / 2; + view.h = cam.screen.y / cam.zoom; + view.w = cam.screen.y * viewport_aspect; + view.x = (cam.screen.x - view.w) / 2; view.y = 0; } else { // pillarboxing - view.h = static_cast<int>(cam.screen.x / viewport_aspect); - view.w = static_cast<int>(cam.screen.x / cam.zoom); + view.h = cam.screen.x / viewport_aspect; + view.w = cam.screen.x / cam.zoom; view.x = 0; - view.y = static_cast<int>(cam.screen.y - view.h) / 2; + view.y = (cam.screen.y - view.h) / 2; } // set drawing area SDL_RenderSetViewport(this->game_renderer.get(), &view); @@ -202,8 +202,8 @@ void SDLContext::set_camera(const Camera & cam) { SDL_Rect bg = { .x = 0, .y = 0, - .w = static_cast<int>(cam.viewport.x), - .h = static_cast<int>(cam.viewport.y), + .w = cam.viewport.x, + .h = cam.viewport.y, }; // fill bg color SDL_RenderFillRect(this->game_renderer.get(), &bg); |