diff options
Diffstat (limited to 'src/crepe/facade')
-rw-r--r-- | src/crepe/facade/SDLContext.cpp | 26 |
1 files changed, 22 insertions, 4 deletions
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 00523a6..74af25f 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -18,6 +18,7 @@ #include "../api/Transform.h" #include "../api/Vector2.h" #include "../util/Log.h" +#include "api/Vector2.h" #include "SDLContext.h" @@ -107,6 +108,10 @@ SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) const { SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const Vector2 & pos, const double & scale, const Camera & cam) const { + 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; + double adjusted_x = (pos.x - cam.x) * cam.zoom; double adjusted_y = (pos.y - cam.y) * cam.zoom; double adjusted_w = sprite.sprite_rect.w * scale * cam.zoom; @@ -149,10 +154,23 @@ void SDLContext::draw(const Sprite & sprite, const Transform & transform, const } void SDLContext::set_camera(const Camera & cam) { - this->viewport.w = static_cast<int>(cam.aspect_width); - this->viewport.h = static_cast<int>(cam.aspect_height); - this->viewport.x = static_cast<int>(cam.x) - (this->viewport.w / 2); - this->viewport.y = static_cast<int>(cam.y) - (this->viewport.h / 2); + + + 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; + this->viewport.h = cam.screen.y; + SDL_SetWindowSize(this->game_window.get(), cam.screen.x, cam.screen.y); + } SDL_SetRenderDrawColor(this->game_renderer.get(), cam.bg_color.r, cam.bg_color.g, cam.bg_color.b, cam.bg_color.a); |