Screen Resolution Scaling

This commit is contained in:
Alexander Biryukov 2018-03-26 16:42:25 +05:00
parent fe76aec2b2
commit 4673422314
6 changed files with 115 additions and 74 deletions

View File

@ -4,9 +4,8 @@
using namespace SE; using namespace SE;
//const std::string fendl = "\x0D\x0A"; //Windows-style, for files //const std::string fendl = "\x0D\x0A"; //Windows-style, for files
const int CONST_REFLECTOR_WIDTH = 210;
const int CONST_LEVEL_VIEWPORT_WIDTH = 700; const int CONST_REFLECTOR_HEIGHT = 45;
const int CONST_LEVEL_VIEWPORT_HEIGHT = 480;
const int CONST_LEVELSTATE_STANDBY = 0; const int CONST_LEVELSTATE_STANDBY = 0;
const int CONST_LEVELSTATE_PLAYING = 1; const int CONST_LEVELSTATE_PLAYING = 1;
@ -30,6 +29,9 @@ const Vector2f CONST_SLIDE_UP_POS(240.f, 64.f);
const Vector2f CONST_TAP_TO_CONTINUE_POS(240.f, 200.f); const Vector2f CONST_TAP_TO_CONTINUE_POS(240.f, 200.f);
const float CONST_BACK_BTN_WIDTH = 256.f;
const float CONST_BACK_BTN_HEIGHT = 64.f;
bool operator<(const PairColorTexture& p1, const PairColorTexture& p2) bool operator<(const PairColorTexture& p1, const PairColorTexture& p2)
{ {
if (p1.second == p2.second) if (p1.second == p2.second)
@ -88,8 +90,10 @@ void TBrick::TryDrawAppear(int ipos, int jpos)
{ {
*SE::Console << "TBrick::TryDrawAppear"; *SE::Console << "TBrick::TryDrawAppear";
Vector2f centerPos = GetPosFrom(ipos, jpos); Vector2f centerPos = GetPosFrom(ipos, jpos);
float LEVEL_VIEWPORT_WIDTH = Application->GetGameLevelScreenWidth();
float LEVEL_VIEWPORT_HEIGHT = Application->GetGameLevelScreenHeight();
Vector2f blockHalfSize = Vector2f(0.5f*CONST_BRICK_WIDTH * (CONST_LEVEL_VIEWPORT_WIDTH/480.f), 0.5f*CONST_BRICK_HEIGHT * (CONST_LEVEL_VIEWPORT_HEIGHT/320.f)); Vector2f blockHalfSize = Vector2f(0.5f*CONST_BRICK_WIDTH * (LEVEL_VIEWPORT_WIDTH/480.f), 0.5f*CONST_BRICK_HEIGHT * (LEVEL_VIEWPORT_HEIGHT/320.f));
std::string texName; std::string texName;
if (Locked == 2) if (Locked == 2)
@ -157,11 +161,14 @@ Vector4f TBrick::GetColor()
Vector2f TBrick::GetPosFrom(int ipos, int jpos) Vector2f TBrick::GetPosFrom(int ipos, int jpos)
{ {
*SE::Console << "TBrick::GetPosFrom"; *SE::Console << "TBrick::GetPosFrom";
const Vector2f BorderShift(CONST_BRICK_SHIFT_X * (CONST_LEVEL_VIEWPORT_WIDTH/480.f), CONST_BRICK_SHIFT_Y * (CONST_LEVEL_VIEWPORT_HEIGHT/320.f)); float LEVEL_VIEWPORT_WIDTH = Application->GetGameLevelScreenWidth();
float LEVEL_VIEWPORT_HEIGHT = Application->GetGameLevelScreenHeight();
Vector2f outlineShift = Vector2f(((Renderer->GetScreenWidth() - CONST_LEVEL_VIEWPORT_WIDTH)*0.5f), (Renderer->GetScreenHeight() - CONST_LEVEL_VIEWPORT_HEIGHT)*0.5f); const Vector2f BorderShift(CONST_BRICK_SHIFT_X * (LEVEL_VIEWPORT_WIDTH/480.f), CONST_BRICK_SHIFT_Y * (LEVEL_VIEWPORT_HEIGHT/320.f));
return outlineShift+BorderShift+Vector2f(CONST_BRICK_WIDTH*(CONST_LEVEL_VIEWPORT_WIDTH/480.f)*ipos + 0.5f*CONST_BRICK_WIDTH*(CONST_LEVEL_VIEWPORT_WIDTH/480.f), Renderer->GetScreenHeight() - CONST_BRICK_HEIGHT*(CONST_LEVEL_VIEWPORT_HEIGHT/320.f)*(jpos)-0.5f*CONST_BRICK_HEIGHT*(CONST_LEVEL_VIEWPORT_HEIGHT/320.f)); Vector2f outlineShift = Vector2f(((Renderer->GetScreenWidth() - LEVEL_VIEWPORT_WIDTH)*0.5f),0.f);
return outlineShift+BorderShift+Vector2f(CONST_BRICK_WIDTH*(LEVEL_VIEWPORT_WIDTH/480.f)*ipos + 0.5f*CONST_BRICK_WIDTH*(LEVEL_VIEWPORT_WIDTH/480.f), LEVEL_VIEWPORT_HEIGHT - CONST_BRICK_HEIGHT*(LEVEL_VIEWPORT_HEIGHT/320.f)*(jpos)-0.5f*CONST_BRICK_HEIGHT*(LEVEL_VIEWPORT_HEIGHT/320.f));
} }
void TBrick::Disappear() void TBrick::Disappear()
@ -359,33 +366,32 @@ float ReflectorPlaneFunction(float shift)
Something like this Something like this
*/ */
float LEVEL_VIEWPORT_WIDTH = Application->GetGameLevelScreenWidth();
float LEVEL_VIEWPORT_HEIGHT = Application->GetGameLevelScreenHeight();
float hRW = (CONST_REFLECTOR_WIDTH*LEVEL_VIEWPORT_WIDTH / 700.f)*0.5f; // Half Reflector width
float hRPW = hRW*0.594f; // Half Reflector plane width
float cRH = CONST_REFLECTOR_HEIGHT*LEVEL_VIEWPORT_HEIGHT / 480.f; // Current Reflector Height
if (shift>=-70.f && shift < -40.f) if (shift >= -(hRW) && shift < -(hRPW)) {
{ float t = (shift+ hRW)/cRH;
float t = (shift+70.f)/30.f; //0 to 1 return cRH*0.29f + (cRH*0.71f) * t;
return 9.f + 21.f * t;
} }
if (shift >= -(hRPW) && shift < hRPW) {
if (shift>=-40.f && shift < 40.f) return cRH;
{
return 30.f;
} }
if (shift >= hRPW && shift <= hRW) {
float t = (hRW - shift) / cRH;
if (shift >= 40.f && shift <= 70.f) return cRH*0.29f + (cRH*0.71) * t;
{
float t = (70.f - shift)/30.f; //1 to 0
return 9.f + 21.f * t;
} }
return 0.f; return 0.f;
} }
void TBall::TryReflectOnReflector(Vector2f refPos) void TBall::TryReflectOnReflector(Vector2f refPos)
{ {
*SE::Console << "TBall::TryReflectOnReflector(Vector2f refPos)"; *SE::Console << "TBall::TryReflectOnReflector(Vector2f refPos)";
float LEVEL_VIEWPORT_HEIGHT = Application->GetGameLevelScreenHeight();
const float reflectionShiftY = 13.f; const float reflectionShiftY = 13.f;
const float reflectionMaxHeight = 30.f; const float reflectionMaxHeight = CONST_REFLECTOR_HEIGHT*LEVEL_VIEWPORT_HEIGHT/480.f;
@ -461,6 +467,8 @@ TGameLevel::~TGameLevel()
void TGameLevel::ReloadBlockInstansingList() void TGameLevel::ReloadBlockInstansingList()
{ {
*SE::Console << "TGameLevel::ReloadBlockInstansingList"; *SE::Console << "TGameLevel::ReloadBlockInstansingList";
float LEVEL_VIEWPORT_WIDTH = Application->GetGameLevelScreenWidth();
float LEVEL_VIEWPORT_HEIGHT = Application->GetGameLevelScreenHeight();
std::map<int, std::string> ConstTextureBlockMap = boost::assign::map_list_of (0,CONST_BLOCK_TEXTURE1) (1,CONST_BLOCK_TEXTURE2) (2,CONST_BLOCK_TEXTURE3); std::map<int, std::string> ConstTextureBlockMap = boost::assign::map_list_of (0,CONST_BLOCK_TEXTURE1) (1,CONST_BLOCK_TEXTURE2) (2,CONST_BLOCK_TEXTURE3);
std::pair<Vector4f, std::string> tempPair; std::pair<Vector4f, std::string> tempPair;
@ -493,8 +501,8 @@ void TGameLevel::ReloadBlockInstansingList()
itr--; itr--;
} }
Vector2f posFrom = BlockMatrix[i][j].GetPosFrom(i,j) + Vector2f(-0.5f*CONST_BRICK_WIDTH*(GetLevelScale()(0)/480.f), -0.5f*CONST_BRICK_HEIGHT*(GetLevelScale()(1)/320.f)); Vector2f posFrom = BlockMatrix[i][j].GetPosFrom(i,j) + Vector2f(-0.5f*CONST_BRICK_WIDTH*(LEVEL_VIEWPORT_WIDTH/480.f), -0.5f*CONST_BRICK_HEIGHT*(LEVEL_VIEWPORT_HEIGHT/320.f));
Vector2f posTo = BlockMatrix[i][j].GetPosFrom(i,j) + Vector2f(+0.5f*CONST_BRICK_WIDTH*(GetLevelScale()(0)/480.f), +0.5f*CONST_BRICK_HEIGHT*(GetLevelScale()(1)/320.f)); Vector2f posTo = BlockMatrix[i][j].GetPosFrom(i,j) + Vector2f(+0.5f*CONST_BRICK_WIDTH*(LEVEL_VIEWPORT_WIDTH/480.f), +0.5f*CONST_BRICK_HEIGHT*(LEVEL_VIEWPORT_HEIGHT/320.f));
itr->second.Data += MakeDataTriangleList(posFrom, posTo); itr->second.Data += MakeDataTriangleList(posFrom, posTo);
@ -512,9 +520,10 @@ void TGameLevel::ReloadBlockInstansingList()
Vector2f TGameLevel::GetBlock(const Vector2f& pos) Vector2f TGameLevel::GetBlock(const Vector2f& pos)
{ {
*SE::Console << "TGameLevel::GetBlock"; *SE::Console << "TGameLevel::GetBlock";
Vector2f lsScale = GetLevelScale(); // Level Screen Scale float LEVEL_VIEWPORT_WIDTH = Application->GetGameLevelScreenWidth();
int x = static_cast<int>((pos(0) - CONST_BRICK_SHIFT_X*(lsScale(0)/480.f) - ((Renderer->GetScreenWidth() - lsScale(0))*0.5f)) / (CONST_BRICK_WIDTH*(lsScale(0)/480.f))); float LEVEL_VIEWPORT_HEIGHT = Application->GetGameLevelScreenHeight();
int y = static_cast<int>((lsScale(1) + CONST_BRICK_SHIFT_Y*(lsScale(1)/320.f) - pos(1)) / (CONST_BRICK_HEIGHT*(lsScale(1)/320.f))); int x = static_cast<int>((pos(0) - CONST_BRICK_SHIFT_X*(LEVEL_VIEWPORT_WIDTH /480.f) - ((Renderer->GetScreenWidth() - LEVEL_VIEWPORT_WIDTH)*0.5f)) / (CONST_BRICK_WIDTH*(LEVEL_VIEWPORT_WIDTH /480.f)));
int y = static_cast<int>((LEVEL_VIEWPORT_HEIGHT + CONST_BRICK_SHIFT_Y*(LEVEL_VIEWPORT_HEIGHT/320.f) - pos(1)) / (CONST_BRICK_HEIGHT*(LEVEL_VIEWPORT_HEIGHT/320.f)));
if (x < 0) if (x < 0)
@ -536,7 +545,10 @@ Vector2f TGameLevel::GetBlock(const Vector2f& pos)
bool TGameLevel::TapInBackBtnArea(const Vector2f& pos) bool TGameLevel::TapInBackBtnArea(const Vector2f& pos)
{ {
*SE::Console << "TGameLevel::TapInBackBtnArea"; *SE::Console << "TGameLevel::TapInBackBtnArea";
return (pos(1) > 320.f - 64.f) && (pos(0)>=240.f-75.f) && (pos(0)<=240.f+75.f); const float yRatio = Application->GetGameLevelScreenHeight() / 320.f;
const float backBtnWidth = CONST_BACK_BTN_WIDTH*Application->GetGameLevelScreenWidth()/480.f;
const float backBtnHeight = CONST_BACK_BTN_HEIGHT*yRatio;
return (pos(1) > Application->GetGameLevelScreenHeight() - 52.f*yRatio - backBtnHeight) && (pos(0)>=Renderer->GetScreenWidth()*0.5f-backBtnWidth*0.5f) && (pos(0)<=Renderer->GetScreenWidth()*0.5f+backBtnWidth*0.5f);
} }
void TGameLevel::SetFinishFreeze() void TGameLevel::SetFinishFreeze()
@ -682,8 +694,10 @@ void TGameLevel::SetLoading(const std::string& bkg, const std::string& levelscre
void TGameLevel::InitLevel() void TGameLevel::InitLevel()
{ {
*SE::Console << "TGameLevel::InitLevel"; *SE::Console << "TGameLevel::InitLevel";
ReflectorPos = Vector2f(Renderer->GetScreenWidth()*0.5, 16 + 13 * CONST_LEVEL_VIEWPORT_HEIGHT / 320.f); float LEVEL_VIEWPORT_WIDTH = Application->GetGameLevelScreenWidth();
Vector2f ballPos = Vector2f(240, 80); float LEVEL_VIEWPORT_HEIGHT = Application->GetGameLevelScreenHeight();
ReflectorPos = Vector2f(Renderer->GetScreenWidth()*0.5f, 16* LEVEL_VIEWPORT_HEIGHT/320.f + 13 * LEVEL_VIEWPORT_HEIGHT / 320.f);
Vector2f ballPos = Vector2f(Renderer->GetScreenWidth()*0.5f, 80* LEVEL_VIEWPORT_HEIGHT/320.f);
BallList.clear(); BallList.clear();
BallList.push_back(TBall(ballPos, Vector2f(0, 0), BallColor)); BallList.push_back(TBall(ballPos, Vector2f(0, 0), BallColor));
@ -715,10 +729,11 @@ void TGameLevel::Draw()
*SE::Console << "TGameLevel::Draw"; *SE::Console << "TGameLevel::Draw";
// Scaling math // Scaling math
float tSW = GetLevelScale()(0); // Screen Width float tSW = Application->GetGameLevelScreenWidth(); // Screen Width
float tSH = GetLevelScale()(1); // Screen Height float tSH = Application->GetGameLevelScreenHeight(); // Screen Height
float xlOffset = (Renderer->GetScreenWidth() - tSW)*0.5f; // Level Screen x-offset float xlOffset = (Renderer->GetScreenWidth() - tSW)*0.5f; // Level Screen x-offset
float ylOffset = (Renderer->GetScreenHeight() - tSH)*0.5f; // Level Screen y-offset //float ylOffset = (Renderer->GetScreenHeight() - tSH)*0.5f; // Level Screen y-offset
float ylOffset = 0.f;
float lrFBO = 4 * tSH / 320.f; // Left/Right Wall Textures offset from bottom float lrFBO = 4 * tSH / 320.f; // Left/Right Wall Textures offset from bottom
float uWTW = tSW * (static_cast<float>(ResourceManager->TexList.GetTextureHeight(CONST_WALL_UP_TEXTURE)) / static_cast<float>(ResourceManager->TexList.GetTextureWidth(CONST_WALL_UP_TEXTURE))); // up Wall Texture Width float uWTW = tSW * (static_cast<float>(ResourceManager->TexList.GetTextureHeight(CONST_WALL_UP_TEXTURE)) / static_cast<float>(ResourceManager->TexList.GetTextureWidth(CONST_WALL_UP_TEXTURE))); // up Wall Texture Width
float lWTW = (static_cast<float>(ResourceManager->TexList.GetTextureWidth(CONST_WALL_LEFT_TEXTURE)) / static_cast<float>(ResourceManager->TexList.GetTextureHeight(CONST_WALL_LEFT_TEXTURE))) * (tSH - uWTW - lrFBO); // left Wall Texture Width float lWTW = (static_cast<float>(ResourceManager->TexList.GetTextureWidth(CONST_WALL_LEFT_TEXTURE)) / static_cast<float>(ResourceManager->TexList.GetTextureHeight(CONST_WALL_LEFT_TEXTURE))) * (tSH - uWTW - lrFBO); // left Wall Texture Width
@ -829,11 +844,9 @@ void TGameLevel::Draw()
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_REFLECTOR_TEXTURE]); glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_REFLECTOR_TEXTURE]);
//float xRW = 256* CONST_LEVEL_VIEWPORT_WIDTH/480.f; // x Reflector width float xRW = 210.f * tSW/700.f; // x Reflector Width
//float yRW = 32 * CONST_LEVEL_VIEWPORT_HEIGHT/320.f; // y Reflector width float yRH = 45.f * tSH/480.f; // y Reflector Height
float xRW = 140.f; Renderer->DrawRect(Vector2f(-xRW*0.5f, -yRH*0.5f)+ReflectorPos, Vector2f(xRW*0.5f, yRH*0.5f)+ReflectorPos);
float yRW = 30.f; // continue from
Renderer->DrawRect(Vector2f(-xRW*0.5f, -yRW*0.5f)+ReflectorPos, Vector2f(xRW*0.5f, yRW*0.5f)+ReflectorPos);
const Vector2f wallUpPos1(xlOffset, tSH-ylOffset-uWTW); const Vector2f wallUpPos1(xlOffset, tSH-ylOffset-uWTW);
const Vector2f wallUpPos2(tSW + xlOffset, tSH-ylOffset); const Vector2f wallUpPos2(tSW + xlOffset, tSH-ylOffset);
@ -868,8 +881,10 @@ void TGameLevel::Draw()
{ {
RenderUniform1f("Transparency", 1.f); RenderUniform1f("Transparency", 1.f);
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_BACK_BTN_TEXTURE]); glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_BACK_BTN_TEXTURE]);
const Vector2f BackBtnPos(240.f, 320.f - 32.f - 20.f); const Vector2f BackBtnPos(Renderer->GetScreenWidth()*0.5f, Application->GetGameLevelScreenHeight() - 52.f*(Application->GetGameLevelScreenHeight()/320.f));
Renderer->DrawRect(Vector2f(-128.f, -32.f)+BackBtnPos, Vector2f(128.f, 32.f)+BackBtnPos); const float const_backBtnWidth = CONST_BACK_BTN_WIDTH * Application->GetGameLevelScreenWidth()/480.f;
const float const_backBtnHeight = CONST_BACK_BTN_HEIGHT * Application->GetGameLevelScreenHeight()/320.f;
Renderer->DrawRect(Vector2f(-const_backBtnWidth*0.5f, -const_backBtnHeight*0.5f)+BackBtnPos, Vector2f(const_backBtnWidth*0.5f, const_backBtnHeight*0.5f)+BackBtnPos);
} }
if (pause && !renderBufferReady) if (pause && !renderBufferReady)
@ -883,6 +898,7 @@ void TGameLevel::Draw()
Renderer->PushMatrix(); Renderer->PushMatrix();
//Renderer->LoadIdentity(); //Renderer->LoadIdentity();
Renderer->TranslateMatrix(Vector3f(Renderer->GetMatrixWidth() * 0.5f, Renderer->GetMatrixHeight() * 0.5f, 0)); Renderer->TranslateMatrix(Vector3f(Renderer->GetMatrixWidth() * 0.5f, Renderer->GetMatrixHeight() * 0.5f, 0));
//Renderer->TranslateMatrix(Vector3f(Application->GetGameLevelScreenWidth(), Application->GetGameLevelScreenHeight(), 0));
Renderer->ScaleMatrix(OutScale); Renderer->ScaleMatrix(OutScale);
Renderer->TranslateMatrix(-Vector3f(Renderer->GetMatrixWidth() * 0.5f, Renderer->GetMatrixHeight() * 0.5f, 0)); Renderer->TranslateMatrix(-Vector3f(Renderer->GetMatrixWidth() * 0.5f, Renderer->GetMatrixHeight() * 0.5f, 0));
DrawBuffer(); DrawBuffer();
@ -897,7 +913,7 @@ void TGameLevel::Draw()
CheckGlError(); CheckGlError();
} }
void TGameLevel::DrawPauseButtons() void TGameLevel::DrawPauseButtons() //continue from
{ {
*SE::Console << "TGameLevel::DrawPauseButtons"; *SE::Console << "TGameLevel::DrawPauseButtons";
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_SLIDE_UP_BTN_TEXTURE]); glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_SLIDE_UP_BTN_TEXTURE]);
@ -947,8 +963,10 @@ void TGameLevel::DrawBuffer()
//Matrix switched to identity //Matrix switched to identity
//Vector2f RectPos = Vector2f(-1, -1); //Vector2f RectPos = Vector2f(-1, -1);
//Vector2f RectSize = Vector2f(2, 2); //Vector2f RectSize = Vector2f(2, 2);
Vector2f RectPos = Vector2f(240.f, 160.f); float x_levelScreenCenter = Renderer->GetScreenWidth()*0.5f;
Vector2f RectSize = Vector2f(240.f, 160.f); float y_levelScreenCenter = Renderer->GetScreenHeight()*0.5f;
Vector2f RectPos = Vector2f(x_levelScreenCenter, y_levelScreenCenter);
Vector2f RectSize = Vector2f(x_levelScreenCenter, y_levelScreenCenter);
Renderer->DrawRect(RectPos-RectSize, RectPos+RectSize); Renderer->DrawRect(RectPos-RectSize, RectPos+RectSize);
@ -1384,6 +1402,9 @@ void TGameLevel::UpdateBallList(size_t dt)
*SE::Console << "TGameLevel::UpdateBallList"; *SE::Console << "TGameLevel::UpdateBallList";
std::list<TBall>::iterator iBall; std::list<TBall>::iterator iBall;
float LEVEL_VIEWOPRT_WIDTH = Application->GetGameLevelScreenWidth();
float LEVEL_VIEWPORT_HEIGHT = Application->GetGameLevelScreenHeight();
bool mustReloadBalls = false; bool mustReloadBalls = false;
//If not loaded - force load //If not loaded - force load
@ -1428,10 +1449,10 @@ void TGameLevel::UpdateBallList(size_t dt)
Vector2f ballPos = iBall->GetPos(); Vector2f ballPos = iBall->GetPos();
float xWO = (Renderer->GetScreenWidth()-GetLevelScale()(0))*0.5f; // x Wall Offest float xWO = (Renderer->GetScreenWidth()-LEVEL_VIEWOPRT_WIDTH)*0.5f; // x Wall Offest
float yWO = (Renderer->GetScreenHeight()-GetLevelScale()(1))*0.5f; // y Wall Offset float yWO = (Renderer->GetScreenHeight()-LEVEL_VIEWPORT_HEIGHT)*0.5f; // y Wall Offset
if (ballPos(0) > (xWO + GetLevelScale()(0))-15.f*(GetLevelScale()(0)/480.f)) if (ballPos(0) > (xWO + LEVEL_VIEWOPRT_WIDTH)-15.f*(LEVEL_VIEWOPRT_WIDTH/480.f))
{ {
iBall->ReflectToLeft(); iBall->ReflectToLeft();
} }
@ -1441,14 +1462,14 @@ void TGameLevel::UpdateBallList(size_t dt)
iBall->ReflectToRight(); iBall->ReflectToRight();
} }
if (ballPos(1) > (yWO+GetLevelScale()(1))-16.f * (GetLevelScale()(1)/320.f)) if (ballPos(1) > (yWO+LEVEL_VIEWPORT_HEIGHT)-16.f * (LEVEL_VIEWPORT_HEIGHT/320.f))
{ {
iBall->ReflectToDown(); iBall->ReflectToDown();
} }
if (BonusFloorTimer > 0.f) if (BonusFloorTimer > 0.f)
{ {
if (ballPos(1) < yWO+13.0f*(GetLevelScale()(1)/320.f)) if (ballPos(1) < yWO+13.0f*(LEVEL_VIEWPORT_HEIGHT/320.f))
{ {
iBall->ReflectToUp(); iBall->ReflectToUp();
} }
@ -1655,14 +1676,3 @@ void TGameLevel::TryGoToMenu()
OutScale = 1.f; OutScale = 1.f;
} }
} }
void TGameLevel::SetLevelScale()
{
lvlWidth = CONST_LEVEL_VIEWPORT_WIDTH;
lvlHeight = CONST_LEVEL_VIEWPORT_HEIGHT;
}
Vector2f TGameLevel::GetLevelScale()
{
return Vector2f(lvlWidth, lvlHeight);
}

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@ -185,8 +185,8 @@ public:
void FillWithFile(const std::string& filename); void FillWithFile(const std::string& filename);
void SetLevelScale(); //void SetLevelScale();
Vector2f GetLevelScale(); //Vector2f GetLevelScale();
void SetStandBy(); void SetStandBy();
void SetLoading(const std::string& bkg, const std::string& levelscreen); void SetLoading(const std::string& bkg, const std::string& levelscreen);

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@ -1,5 +1,3 @@
#include "main_code.h"
#include <stdio.h> #include <stdio.h>
#include <stdlib.h> #include <stdlib.h>
#include <math.h> #include <math.h>
@ -56,6 +54,7 @@ const std::string CONST_CREDITS_TEXTURE = "credits";
const float CONST_CREDITS_SHOW_TIME = 150.f; const float CONST_CREDITS_SHOW_TIME = 150.f;
TMyApplication* Application; TMyApplication* Application;
@ -105,7 +104,8 @@ void TMyApplication::InnerInit()
Renderer->SetOrthoProjection(); Renderer->SetOrthoProjection();
Renderer->SetFullScreenViewport(); Renderer->SetFullScreenViewport();
GameLevel.SetLevelScale(); Application->SetGameLevelScreenScale();
//GameLevel.SetLevelScale();
} }
void TMyApplication::InnerDeinit() void TMyApplication::InnerDeinit()
@ -500,3 +500,26 @@ bool TMyApplication::IsInited()
{ {
return Inited; return Inited;
} }
void TMyApplication::SetGameLevelScreenScale()
{
if ((((float)Renderer->GetScreenWidth())/((float)Renderer->GetScreenHeight())) >= levelScreenRatio)
{
levelScreenHeight = (float)Renderer->GetScreenHeight();
levelScreenWidth = levelScreenHeight * levelScreenRatio;
} else
{
levelScreenWidth = (float)Renderer->GetScreenWidth();
levelScreenHeight = levelScreenWidth / levelScreenRatio;
}
}
float TMyApplication::GetGameLevelScreenWidth()
{
return levelScreenWidth;
}
float TMyApplication::GetGameLevelScreenHeight()
{
return levelScreenHeight;
}

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@ -88,6 +88,10 @@ const int CONST_GAMESTATE_PRELOADING = 7;
class TMyApplication : public TApplication class TMyApplication : public TApplication
{ {
protected: protected:
int levelScreenWidth;
int levelScreenHeight;
float levelScreenRatio = 1.5f;
TGameMenu Menu; TGameMenu Menu;
TGameLevel GameLevel; TGameLevel GameLevel;
TGameCredits GameCredits; TGameCredits GameCredits;
@ -148,6 +152,9 @@ public:
virtual void OnFling(Vector2f v); virtual void OnFling(Vector2f v);
float GetGameLevelScreenWidth();
float GetGameLevelScreenHeight();
void SetGameLevelScreenScale();
}; };

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@ -9,7 +9,7 @@ int APIENTRY WinMain(HINSTANCE hCurrentInst, HINSTANCE hPreviousInst,
LPSTR lpszCmdLine, int nCmdShow) LPSTR lpszCmdLine, int nCmdShow)
{ {
int width = 800; // To change Level scale -> CONST_LEVEL_VIEWPORT_WIDTH/HEIGHT int width = 800;
int height = 480; int height = 480;

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@ -6,3 +6,4 @@
#define NOMINMAX 1 #define NOMINMAX 1
#include <Windows.h> #include <Windows.h>
#undef NOMINMAX #undef NOMINMAX