diff options
| author | heavydemon21 <nielsstunnebrink1@gmail.com> | 2024-11-27 10:38:47 +0100 | 
|---|---|---|
| committer | heavydemon21 <nielsstunnebrink1@gmail.com> | 2024-11-27 10:38:47 +0100 | 
| commit | 3b433353a83c2436b69f73ca1048842d906b1147 (patch) | |
| tree | 30504fff94515f943db0701f0e35a6280ae110a0 /src | |
| parent | 368aeba5bcfafe445b3af5748f3798aa75003bf2 (diff) | |
removed most static cast because of camera sizes vec2 -> ivec2
Diffstat (limited to 'src')
| -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);  |