ref: c75894e9efceeb8c72f789671d29186b7a0ea2cc
parent: f302c55978fb82525fff08f6b059b57708b4f041
parent: 9dd3eefafbedb4e170912421424505dd54201039
author: Cucky <44537737+cuckydev@users.noreply.github.com>
date: Tue Feb 12 11:26:35 EST 2019
Merge pull request #63 from Clownacy/master Fixed 3x window upscaling
--- a/README.md
+++ b/README.md
@@ -14,12 +14,15 @@
## Building
-Just run 'make' in the base directory, preferably with some of the following optional settings:
+The project is currently built 'the Linux way':
+Just run 'make' in the base directory, preferably with some of the following settings:
+
* RELEASE=1 to compile a release build (optimised, stripped, etc.)
* STATIC=1 to produce a statically-linked executable (good for Windows builds)
* JAPANESE=1 to enable the Japanese-language build (instead of the unofficial Aeon Genesis English translation)
* FIX_BUGS=1 to fix certain bugs (see [src/Bug Fixes.txt](https://github.com/cuckydev/Cave-Story-Engine-2/blob/master/src/Bug%20Fixes.txt))
+* WINDOWS=1 to enable Windows-only features like a unique file/taskbar icon, and system font loading (needed for the font setting in Config.dat to do anything)
## Running
binary files a/res/CURSOR/CURSOR_IKA.png /dev/null differ
binary files a/res/CURSOR/CURSOR_NORMAL.png /dev/null differ
--- a/src/Draw.cpp
+++ b/src/Draw.cpp
@@ -189,21 +189,51 @@
{
if (create_surface == false || MakeSurface_Generic(surface->w, surface->h, surf_no))
{
- SDL_Surface *converted_surface = SDL_ConvertSurface(surface, surf[surf_no].surface->format, 0);
-
- if (converted_surface == NULL)
+ if (gWindowScale == 1)
{
- printf("Couldn't convert bitmap to surface format (surface id %d)\nSDL Error: %s\n", surf_no, SDL_GetError());
- }
- else
- {
- SDL_Rect dst_rect = {0, 0, converted_surface->w * gWindowScale, converted_surface->h * gWindowScale};
- SDL_BlitScaled(converted_surface, NULL, surf[surf_no].surface, &dst_rect);
- SDL_FreeSurface(converted_surface);
+ SDL_Rect dst_rect = {0, 0, surface->w, surface->h};
+ SDL_BlitSurface(surface, NULL, surf[surf_no].surface, &dst_rect);
surf[surf_no].needs_updating = true;
printf(" ^ Successfully loaded\n");
success = true;
}
+ else
+ {
+ SDL_Surface *converted_surface = SDL_ConvertSurface(surface, surf[surf_no].surface->format, 0);
+
+ if (converted_surface == NULL)
+ {
+ printf("Couldn't convert bitmap to surface format (surface id %d)\nSDL Error: %s\n", surf_no, SDL_GetError());
+ }
+ else
+ {
+ // Upscale the bitmap to the game's native resolution (SDL_BlitScaled is buggy, so we have to do it on our own)
+ const unsigned char (*src_pixels)[converted_surface->pitch] = (unsigned char(*)[converted_surface->pitch])converted_surface->pixels;
+ unsigned char (*dst_pixels)[surf[surf_no].surface->pitch] = (unsigned char(*)[surf[surf_no].surface->pitch])surf[surf_no].surface->pixels;
+
+ for (int h = 0; h < converted_surface->h; ++h)
+ {
+ const unsigned long *src_row = (unsigned long*)src_pixels[h];
+ unsigned long *dst_row = (unsigned long*)dst_pixels[h * gWindowScale];
+
+ for (int w = 0; w < converted_surface->w; ++w)
+ {
+ const unsigned long src_pixel = *src_row++;
+
+ for (int i = 0; i < gWindowScale; ++i)
+ *dst_row++ = src_pixel;
+ }
+
+ for (int i = 1; i < gWindowScale; ++i)
+ memcpy(dst_pixels[(h * gWindowScale) + i], dst_pixels[h * gWindowScale], surf[surf_no].surface->w * sizeof(unsigned long));
+ }
+
+ SDL_FreeSurface(converted_surface);
+ surf[surf_no].needs_updating = true;
+ printf(" ^ Successfully loaded\n");
+ success = true;
+ }
+ }
}
SDL_FreeSurface(surface);
@@ -329,7 +359,6 @@
SDL_Rect frameRect = RectToSDLRect(rect);
frameRect = {frameRect.x * gWindowScale, frameRect.y * gWindowScale, frameRect.w * gWindowScale, frameRect.h * gWindowScale};
-
//Get dest rect
SDL_Rect destRect = {x * gWindowScale, y * gWindowScale, frameRect.w, frameRect.h};
--
⑨