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`WindowSizeCallback()` should not try to handle DPI since already managed by GLFW (#4143)

If `FLAG_WINDOW_HIGHDPI` is set, `InitPlatform()` will aks GLFW to handle resize window content area based on the monitor content scale using : ` glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_TRUE); `

So `WindowSizeCallback()` does not have to handle it a second time.
pull/4278/head
SuperUserNameMan 1 년 전
committed by GitHub
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1개의 변경된 파일1개의 추가작업 그리고 15개의 파일을 삭제
  1. +1
    -15
      src/platforms/rcore_desktop_glfw.c

+ 1
- 15
src/platforms/rcore_desktop_glfw.c 파일 보기

@ -1669,23 +1669,9 @@ static void WindowSizeCallback(GLFWwindow *window, int width, int height)
if (IsWindowFullscreen()) return;
// Set current screen size
#if defined(__APPLE__)
CORE.Window.screen.width = width;
CORE.Window.screen.height = height;
#else
if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
{
Vector2 windowScaleDPI = GetWindowScaleDPI();
CORE.Window.screen.width = (unsigned int)(width/windowScaleDPI.x);
CORE.Window.screen.height = (unsigned int)(height/windowScaleDPI.y);
}
else
{
CORE.Window.screen.width = width;
CORE.Window.screen.height = height;
}
#endif
// NOTE: Postprocessing texture is not scaled to new size
}

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