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Refactor Screen.cpp to use named constants

No more hardcoded 320s and 240s here.
This commit is contained in:
Misa 2022-03-12 16:46:58 -08:00
parent 6fffa5c11d
commit 726b149fbb

View file

@ -3,6 +3,7 @@
#include <SDL.h> #include <SDL.h>
#include "Constants.h"
#include "FileSystemUtils.h" #include "FileSystemUtils.h"
#include "Game.h" #include "Game.h"
#include "GraphicsUtil.h" #include "GraphicsUtil.h"
@ -10,8 +11,8 @@
void ScreenSettings_default(struct ScreenSettings* _this) void ScreenSettings_default(struct ScreenSettings* _this)
{ {
_this->windowWidth = 320; _this->windowWidth = SCREEN_WIDTH_PIXELS;
_this->windowHeight = 240; _this->windowHeight = SCREEN_HEIGHT_PIXELS;
_this->fullscreen = false; _this->fullscreen = false;
_this->useVsync = true; // Now that uncapped is the default... _this->useVsync = true; // Now that uncapped is the default...
_this->scalingMode = SCALING_INTEGER; _this->scalingMode = SCALING_INTEGER;
@ -57,8 +58,8 @@ void Screen::init(const struct ScreenSettings* settings)
// FIXME: This surface should be the actual backbuffer! -flibit // FIXME: This surface should be the actual backbuffer! -flibit
m_screen = SDL_CreateRGBSurface( m_screen = SDL_CreateRGBSurface(
0, 0,
320, SCREEN_WIDTH_PIXELS,
240, SCREEN_HEIGHT_PIXELS,
32, 32,
0x00FF0000, 0x00FF0000,
0x0000FF00, 0x0000FF00,
@ -69,8 +70,8 @@ void Screen::init(const struct ScreenSettings* settings)
m_renderer, m_renderer,
SDL_PIXELFORMAT_ARGB8888, SDL_PIXELFORMAT_ARGB8888,
SDL_TEXTUREACCESS_STREAMING, SDL_TEXTUREACCESS_STREAMING,
320, SCREEN_WIDTH_PIXELS,
240 SCREEN_HEIGHT_PIXELS
); );
badSignalEffect = settings->badSignal; badSignalEffect = settings->badSignal;
@ -131,8 +132,8 @@ void Screen::LoadIcon(void)
void Screen::ResizeScreen(int x, int y) void Screen::ResizeScreen(int x, int y)
{ {
static int resX = 320; static int resX = SCREEN_WIDTH_PIXELS;
static int resY = 240; static int resY = SCREEN_HEIGHT_PIXELS;
if (x != -1 && y != -1) if (x != -1 && y != -1)
{ {
// This is a user resize! // This is a user resize!
@ -182,7 +183,7 @@ void Screen::ResizeScreen(int x, int y)
} }
else else
{ {
SDL_RenderSetLogicalSize(m_renderer, 320, 240); SDL_RenderSetLogicalSize(m_renderer, SCREEN_WIDTH_PIXELS, SCREEN_HEIGHT_PIXELS);
int result = SDL_RenderSetIntegerScale(m_renderer, (SDL_bool) (scalingMode == SCALING_INTEGER)); int result = SDL_RenderSetIntegerScale(m_renderer, (SDL_bool) (scalingMode == SCALING_INTEGER));
if (result != 0) if (result != 0)
{ {
@ -206,14 +207,14 @@ void Screen::ResizeToNearestMultiple(void)
{ {
// Width is bigger, so it's limited by height // Width is bigger, so it's limited by height
usethisdimension = h; usethisdimension = h;
usethisratio = 240; usethisratio = SCREEN_HEIGHT_PIXELS;
using_width = false; using_width = false;
} }
else else
{ {
// Height is bigger, so it's limited by width. Or we're exactly 4:3 already // Height is bigger, so it's limited by width. Or we're exactly 4:3 already
usethisdimension = w; usethisdimension = w;
usethisratio = 320; usethisratio = SCREEN_WIDTH_PIXELS;
using_width = true; using_width = true;
} }
@ -236,7 +237,7 @@ void Screen::ResizeToNearestMultiple(void)
if (final_dimension == 0) if (final_dimension == 0)
{ {
// We're way too small! // We're way too small!
ResizeScreen(320, 240); ResizeScreen(SCREEN_WIDTH_PIXELS, SCREEN_HEIGHT_PIXELS);
return; return;
} }
@ -348,8 +349,8 @@ void Screen::toggleLinearFilter(void)
m_renderer, m_renderer,
SDL_PIXELFORMAT_ARGB8888, SDL_PIXELFORMAT_ARGB8888,
SDL_TEXTUREACCESS_STREAMING, SDL_TEXTUREACCESS_STREAMING,
320, SCREEN_WIDTH_PIXELS,
240 SCREEN_HEIGHT_PIXELS
); );
} }