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Diffstat (limited to 'src/crepe/facade/SDLContext.cpp')
-rw-r--r--src/crepe/facade/SDLContext.cpp14
1 files changed, 7 insertions, 7 deletions
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp
index 0ba1db4..6d79c73 100644
--- a/src/crepe/facade/SDLContext.cpp
+++ b/src/crepe/facade/SDLContext.cpp
@@ -118,9 +118,9 @@ SDL_FRect SDLContext::get_dst_rect(const Sprite & sprite, const vec2 & pos, cons
vec2 size = { (sprite.height * sprite.aspect_ratio), sprite.height};
- size *= scale * img_scale * cam.zoom ;
+ size *= scale * img_scale;
- vec2 screen_pos = (pos - cam_pos + cam.viewport_size / 2) * scale - size / 2 + bar_size;
+ vec2 screen_pos = (pos - cam_pos + (cam.viewport_size / cam.zoom ) / 2) * scale - size / 2 + bar_size;
cout << size.x << " " << size.y << endl;
cout << pos.x << " " << pos.y << endl;
@@ -161,7 +161,7 @@ void SDLContext::set_camera(const Camera & cam) {
}
double screen_aspect = static_cast<double>(cam.screen.x) / cam.screen.y;
- double viewport_aspect = cam.viewport_size.x / cam.viewport_size.y;
+ double viewport_aspect = (cam.viewport_size.x / cam.zoom ) / (cam.viewport_size.y / cam.zoom);
SDL_FRect black_bars[2];
@@ -169,18 +169,18 @@ void SDLContext::set_camera(const Camera & cam) {
if (screen_aspect > viewport_aspect) {
// pillarboxing
cout << "pillarboxing" << endl;
- float render_scale = cam.screen.y / cam.viewport_size.y;
- float adj_width = cam.viewport_size.x * render_scale;
+ float render_scale = cam.screen.y / (cam.viewport_size.y / cam.zoom);
+ float adj_width = (cam.viewport_size.x / cam.zoom )* render_scale;
float bar_width = (cam.screen.x - adj_width) / 2;
black_bars[0] = {0, 0, bar_width, (float) cam.screen.y};
black_bars[1] = {(cam.screen.x - bar_width), 0, bar_width, (float) cam.screen.y};
bar_size = {bar_width,0};
- scale.x = scale.y = cam.screen.y / cam.viewport_size.y;
+ scale.x = scale.y = render_scale;
} else {
// letterboxing
cout << "letterboxing" << endl;
- float render_scale = cam.screen.x / cam.viewport_size.x;
+ float render_scale = cam.screen.x / (cam.viewport_size.x * cam.zoom);
float adj_height = cam.viewport_size.y * render_scale;
float bar_height = (cam.screen.y - adj_height) / 2;
black_bars[0] = {0, 0, (float) cam.screen.x, bar_height};