ref: 7fee491ba0fe826afcf6e2d02d610984b2419deb
parent: 93ffe960eac49121742f4d38a2802043fa317c4e
author: Snesrev <[email protected]>
date: Wed Aug 31 22:28:32 EDT 2022
Proper fullscreen aspect ratio. Fixes #28 Co-authored-by: André Köhler <[email protected]>
--- a/main.c
+++ b/main.c
@@ -36,13 +36,13 @@
static uint8 *ReadFile(char* name, size_t* length);
static bool LoadRom(char* name, Snes* snes);
static void PlayAudio(Snes *snes, SDL_AudioDeviceID device, int16 *audioBuffer);
-static void RenderScreen(SDL_Renderer *renderer, SDL_Texture *texture);
+static void RenderScreen(SDL_Window *window, SDL_Renderer *renderer, SDL_Texture *texture, bool fullscreen);
static void HandleInput(int keyCode, int modCode, bool pressed);
static void HandleGamepadInput(int button, bool pressed);
static void HandleGamepadAxisInput(int gamepad_id, int axis, int value);
static void OpenOneGamepad(int i);
-int input1_current_state;
+static int input1_current_state;
void NORETURN Die(const char *error) {
fprintf(stderr, "Error: %s\n", error);
@@ -211,7 +211,7 @@
ZeldaDrawPpuFrame();
PlayAudio(snes_run, device, audioBuffer);
- RenderScreen(renderer, texture);
+ RenderScreen(window, renderer, texture, (win_flags & SDL_WINDOW_FULLSCREEN_DESKTOP) != 0);
SDL_RenderPresent(renderer); // vsyncs to 60 FPS
// if vsync isn't working, delay manually
@@ -263,7 +263,7 @@
}
}
-static void RenderScreen(SDL_Renderer* renderer, SDL_Texture* texture) {
+static void RenderScreen(SDL_Window *window, SDL_Renderer *renderer, SDL_Texture *texture, bool fullscreen) {
void* pixels = NULL;
int pitch = 0;
if(SDL_LockTexture(texture, NULL, &pixels, &pitch) != 0) {
@@ -273,7 +273,19 @@
ppu_putPixels(GetPpuForRendering(), (uint8_t*) pixels);
SDL_UnlockTexture(texture);
- SDL_RenderCopy(renderer, texture, NULL, NULL);
+
+ SDL_DisplayMode display_mode;
+ if (fullscreen && SDL_GetWindowDisplayMode(window, &display_mode) == 0) {
+ uint32 w = display_mode.w, h = display_mode.h;
+ if (w * 15 < h * 16)
+ h = w * 15 / 16; // limit height
+ else
+ w = h * 16 / 15; // limit width
+ SDL_Rect r = { (display_mode.w - w) / 2, (display_mode.h - h) / 2, w, h };
+ SDL_RenderCopy(renderer, texture, NULL, &r);
+ } else {
+ SDL_RenderCopy(renderer, texture, NULL, NULL);
+ }
}