Posted 24 August 2012 - 06:31 AM
You are using SDL's software rendering to draw (SDL_BlitSurface)?
In that case, just create a surface at the resolution the game is meant to be drawn at; blit to that, and stretch it to fit later. The alternative is to maintain a variable that is the ratio the player's resolution vs the expected (IE, if the player's resolution is 800x600, but the game is meant for 640x480, this variable will be 800/640 or 1.25), then multiply all rectangle's values by that variable (either pass it to each rendering function [ideal], store it in a global variable, or use a singleton), but this will likely require modifying a ton of code. Keep in mind that no matter what you do, in order to create useable mouse-input, you will need to convert real screen coordinates to expected screen coordinates (divide by the ratio mentioned above).
Looking for paid or open-source C++ programming work. Been programming since 2005. No degree.