Fixed the scaling which was borked
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@ -14,17 +14,17 @@
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#define SPRITE_DIMENSION 16
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/* Display stuff */
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#define GAME_VIEW_WIDTH MAP_ROOM_WIDTH * TILE_DIMENSION
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#define GAME_VIEW_HEIGHT MAP_ROOM_HEIGHT * TILE_DIMENSION
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#define GAME_VIEW_WIDTH (MAP_ROOM_WIDTH * TILE_DIMENSION)
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#define GAME_VIEW_HEIGHT (MAP_ROOM_HEIGHT * TILE_DIMENSION)
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#define RIGHT_GUI_WIDTH 10 * SPRITE_DIMENSION
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#define RIGHT_GUI_WIDTH (10 * SPRITE_DIMENSION)
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#define RIGHT_GUI_HEIGHT GAME_VIEW_HEIGHT
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#define BOTTOM_GUI_HEIGHT 10 * SPRITE_DIMENSION
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#define BOTTOM_GUI_WIDTH GAME_VIEW_WIDTH + RIGHT_GUI_WIDTH
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#define BOTTOM_GUI_HEIGHT (10 * SPRITE_DIMENSION)
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#define BOTTOM_GUI_WIDTH (GAME_VIEW_WIDTH + RIGHT_GUI_WIDTH)
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#define SCREEN_WIDTH GAME_VIEW_WIDTH + RIGHT_GUI_WIDTH
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#define SCREEN_HEIGHT GAME_VIEW_HEIGHT + BOTTOM_GUI_HEIGHT
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#define SCREEN_WIDTH (GAME_VIEW_WIDTH + RIGHT_GUI_WIDTH)
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#define SCREEN_HEIGHT (GAME_VIEW_HEIGHT + BOTTOM_GUI_HEIGHT)
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/* Windows and compile crap */
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#ifdef _WIN32
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@ -40,8 +40,7 @@ bool initSDL(void)
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if (dim.height > 1080) {
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info("Hi resolution screen detected (%u x %u)", dim.width, dim.height);
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//renderScale = ((double) dim.height)/1080;
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renderScale = 4;
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renderScale = ((double) dim.height)/1080;
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info("Scaling by %f", renderScale);
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}
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