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If you want your game window to simply be exactly 320x240, or 640x480, or 960x720 etc. then it's really annoying that there's no easy way to do this (to clarify, this is different from integer mode, which controls the size of the game INSIDE the window). The easiest way would be having to close the game, go into unlock.vvv, and edit the window size manually. VCE has a 1x/2x/3x/4x graphics option to solve this, although it does not account for actual monitor size (those 1x/2x/3x/4x modes are all you get, whether or not you have a monitor too small for some of them or too big for any of them to be what you want). I discussed this with flibit, and he said that VCE's approach (if it accounted for monitor size) wouldn't work on high-retina displays or high DPIs, because getting the actual multiplier to account for those monitors is kind of a pain. So the next best thing would be to add an option that resizes to the nearest perfect multiple of 320x240. That way you could simply resize the window and let the game correct any imperfect dimensions automatically.
38 lines
629 B
C++
38 lines
629 B
C++
#ifndef SCREEN_H
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#define SCREEN_H
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#include <SDL.h>
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class Screen
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{
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public:
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void init();
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void ResizeScreen(int x, int y);
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void ResizeToNearestMultiple();
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void GetWindowSize(int* x, int* y);
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void UpdateScreen(SDL_Surface* buffer, SDL_Rect* rect);
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void FlipScreen();
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const SDL_PixelFormat* GetFormat();
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void toggleFullScreen();
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void toggleStretchMode();
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void toggleLinearFilter();
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bool isWindowed;
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bool isFiltered;
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bool badSignalEffect;
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int stretchMode;
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SDL_Window *m_window;
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SDL_Renderer *m_renderer;
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SDL_Texture *m_screenTexture;
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SDL_Surface* m_screen;
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SDL_Rect filterSubrect;
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};
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#endif /* SCREEN_H */
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