aboutsummaryrefslogtreecommitdiff
path: root/src/crepe/facade/SDLContext.cpp
diff options
context:
space:
mode:
authorheavydemon21 <nielsstunnebrink1@gmail.com>2024-11-22 17:23:33 +0100
committerheavydemon21 <nielsstunnebrink1@gmail.com>2024-11-22 17:23:33 +0100
commitb570225f5166b18fdd881fc53cd7013669067ca1 (patch)
tree728c1d47be7381e3f65b9d34c5beb0964ad674cc /src/crepe/facade/SDLContext.cpp
parentaed904bdc2ddaf669940d922611229a171a1f220 (diff)
added doxygen comments
Diffstat (limited to 'src/crepe/facade/SDLContext.cpp')
-rw-r--r--src/crepe/facade/SDLContext.cpp15
1 files changed, 13 insertions, 2 deletions
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp
index 4619c46..778e746 100644
--- a/src/crepe/facade/SDLContext.cpp
+++ b/src/crepe/facade/SDLContext.cpp
@@ -167,6 +167,7 @@ void SDLContext::draw(const Sprite & sprite, const Transform & transform,
void SDLContext::set_camera(const Camera & cam, Vector2 & scale) {
+ // resize window
if (this->viewport.w != (int) cam.screen.x && this->viewport.h != (int) cam.screen.y) {
SDL_SetWindowSize(this->game_window.get(), (int) cam.screen.x, (int) cam.screen.y);
this->viewport.h = cam.screen.y;
@@ -175,33 +176,43 @@ void SDLContext::set_camera(const Camera & cam, Vector2 & scale) {
double screen_aspect = cam.screen.x / cam.screen.y;
double viewport_aspect = cam.viewport.x / cam.viewport.y;
-
+
+ // decide scaling factor for world to screen
scale = cam.screen / cam.viewport * cam.zoom;
SDL_Rect view;
-
+
+ // 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.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.x = 0;
view.y = static_cast<int>(cam.screen.y - view.h) / 2;
}
+
+ // set drawing area
SDL_RenderSetViewport(this->game_renderer.get(), &view);
SDL_RenderSetLogicalSize(this->game_renderer.get(), cam.viewport.x, cam.viewport.y);
+
+ // set bg color
SDL_SetRenderDrawColor(this->game_renderer.get(), cam.bg_color.r, cam.bg_color.g,
cam.bg_color.b, cam.bg_color.a);
+
SDL_Rect bg = {
.x = 0,
.y = 0,
.w = static_cast<int>(cam.viewport.x),
.h = static_cast<int>(cam.viewport.y),
};
+ // fill bg color
SDL_RenderFillRect(this->game_renderer.get(), &bg);
}