Implement scaling modes manually

For future PRs, it'll be very nice to have full control over how VVVVVV
gets drawn to the window. This means we can use the entire window size
for things like touch input, drawing borders, or anything we want.
This commit is contained in:
AllyTally
2024-01-28 20:04:02 -04:00
committed by Misa Elizabeth Kai
parent 935db27d39
commit 77a571017d
5 changed files with 67 additions and 51 deletions

View File

@@ -247,39 +247,8 @@ void Screen::GetScreenSize(int* x, int* y)
}
}
void Screen::UpdateScaling(void)
{
int width;
int height;
if (scalingMode == SCALING_STRETCH)
{
GetScreenSize(&width, &height);
}
else
{
width = SCREEN_WIDTH_PIXELS;
height = SCREEN_HEIGHT_PIXELS;
}
int result = SDL_RenderSetLogicalSize(m_renderer, width, height);
if (result != 0)
{
vlog_error("Error: could not set logical size: %s", SDL_GetError());
return;
}
result = SDL_RenderSetIntegerScale(m_renderer, (SDL_bool) (scalingMode == SCALING_INTEGER));
if (result != 0)
{
vlog_error("Error: could not set scale: %s", SDL_GetError());
}
}
void Screen::RenderPresent(void)
{
/* In certain cases, the window size might mismatch with the logical size.
* So it's better to just always call this. */
UpdateScaling();
SDL_RenderPresent(m_renderer);
graphics.clear();
}
@@ -299,7 +268,6 @@ void Screen::toggleFullScreen(void)
void Screen::toggleScalingMode(void)
{
scalingMode = (scalingMode + 1) % NUM_SCALING_MODES;
UpdateScaling();
}
void Screen::toggleLinearFilter(void)