diff options
Diffstat (limited to 'src/crepe/facade/SDLContext.cpp')
-rw-r--r-- | src/crepe/facade/SDLContext.cpp | 36 |
1 files changed, 15 insertions, 21 deletions
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 5185adc..785b285 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -111,21 +111,10 @@ void SDLContext::draw(const Sprite & sprite, const Transform & transform, const = (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * sprite.flip.flip_x) | (SDL_FLIP_VERTICAL * sprite.flip.flip_y)); - double screen_aspect = cam.screen.x / cam.screen.y; - double viewport_aspect = cam.viewport.x / cam.viewport.y; - Vector2 scale; - if (screen_aspect > viewport_aspect) { - scale.x = scale.y = cam.screen.x / cam.viewport.x; - } else { - scale.y = scale.x = cam.screen.y / cam.viewport.y; - } - - Vector2 zoomed_viewport = cam.viewport * cam.zoom; - Vector2 pixel_coord = (transform.position - cam.pos) * scale; - - double pixel_w = sprite.sprite_rect.w * transform.scale * scale.x; - double pixel_h = sprite.sprite_rect.h * transform.scale * scale.y; + Vector2 pixel_coord = (transform.position - cam.pos) * cam.scale; + double pixel_w = sprite.sprite_rect.w * transform.scale * cam.scale.x; + double pixel_h = sprite.sprite_rect.h * transform.scale * cam.scale.y; // decides which part of the sprite will be drawn SDL_Rect srcrect = { @@ -147,7 +136,18 @@ void SDLContext::draw(const Sprite & sprite, const Transform & transform, const &dstrect, transform.rotation, NULL, render_flip); } -void SDLContext::camera(const Camera & cam) { +void SDLContext::camera(Camera & cam) { + + double screen_aspect = cam.screen.x / cam.screen.y; + double viewport_aspect = cam.viewport.x / cam.viewport.y; + Vector2 zoomed_viewport = cam.viewport * cam.zoom; + + if (screen_aspect > viewport_aspect) { + cam.scale.x = cam.scale.y = cam.screen.x / zoomed_viewport.x; + } else { + cam.scale.y = cam.scale.x = cam.screen.y / zoomed_viewport.y; + } + if (this->viewport.w != cam.screen.x && this->viewport.h != cam.screen.y) { this->viewport.w = cam.screen.x; @@ -155,12 +155,6 @@ void SDLContext::camera(const Camera & cam) { SDL_SetWindowSize(this->game_window.get(), cam.screen.x , cam.screen.y); } - /* - this->viewport.x = static_cast<int>(cam.x) - (SCREEN_WIDTH / 2); - this->viewport.y = static_cast<int>(cam.y) - (SCREEN_HEIGHT / 2); - - */ - SDL_SetRenderDrawColor(this->game_renderer.get(), cam.bg_color.r, cam.bg_color.g, cam.bg_color.b, cam.bg_color.a); } |