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Fix Default Main.cpp


reepblue
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Go to solution Solved by Josh,

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FYI, don't do this, The window didn't draw correctly at 100% scaling.

#include "UltraEngine.h"
#include "Components/Motion/Mover.hpp"
#include "Components/Player/CameraControls.hpp"

using namespace UltraEngine;

int main(int argc, const char* argv[])
{
    auto cl = ParseCommandLine(argc, argv);

    RegisterComponent<Mover>();
    RegisterComponent<CameraControls>();

    //Get the displays
    auto displays = GetDisplays();

    //Create a window
    auto window = CreateWindow("Ultra Engine", 0, 0, 1280 * 2, 720 * 2, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR);

    //Create a world
    auto world = CreateWorld();

    //Create a framebuffer
    auto framebuffer = CreateFramebuffer(window);

    //Load the map
    WString mapname = "Maps/start.ultra";
    if (cl["map"].is_string()) mapname = std::string(cl["map"]);
    auto scene = LoadMap(world, mapname);

    //Main loop
    while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false)
    {
        world->Update();
        world->Render(framebuffer);
    }
    return 0;
}

 

Do something like this.

#include "UltraEngine.h"
#include "Components/Motion/Mover.hpp"
#include "Components/Player/CameraControls.hpp"

using namespace UltraEngine;

int main(int argc, const char* argv[])
{
    auto cl = ParseCommandLine(argc, argv);

    RegisterComponent<Mover>();
    RegisterComponent<CameraControls>();

    //Get the displays
    auto displays = GetDisplays();

    //Create a window
    auto window = CreateWindow("Ultra Engine", 0, 0, 1280 * (int)displays[0]->GetScale(), 720 * (int)displays[0]->GetScale(), displays[0], WINDOW_CENTER | WINDOW_TITLEBAR);

    //Create a world
    auto world = CreateWorld();

    //Create a framebuffer
    auto framebuffer = CreateFramebuffer(window);

    //Load the map
    WString mapname = "Maps/start.ultra";
    if (cl["map"].is_string()) mapname = std::string(cl["map"]);
    auto scene = LoadMap(world, mapname);

    //Main loop
    while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false)
    {
        world->Update();
        world->Render(framebuffer);
    }
    return 0;
}

Only thing is that you need to cast the float to an int which might cause problems. 

Cyclone - Ultra Game System - Component PreprocessorTex2TGA - Darkness Awaits Template (Leadwerks)

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  • Solution

That was a mistake. It was hard-coded for my 4K monitor.

I'm not sure right now if it should use scaling at all in the default window creation. The user is most likely to do a 1920x1080 fullscreen window, even if the display supports a higher resolution.

My job is to make tools you love, with the features you want, and performance you can't live without.

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