diff --git a/README.md b/README.md index a5ed70f1d..78c74a91d 100644 --- a/README.md +++ b/README.md @@ -193,6 +193,7 @@ features * Multiple platforms support: Windows, Linux, Mac, **Android**, **Raspberry Pi**, **HTML5** and **Oculus Rift CV1** * Custom color palette for fancy visuals on raywhite background * Minimal external dependencies (GLFW3, OpenGL, OpenAL) + * Complete binding to LUA raylib uses on its core module the outstanding [GLFW3](http://www.glfw.org/) library. The best option by far I found for multiplatform (Windows, Linux, Mac) window/context and input management (clean, focused, great license, well documented, modern, ...). diff --git a/src/core.c b/src/core.c index 7fa20979f..455417d25 100644 --- a/src/core.c +++ b/src/core.c @@ -264,6 +264,7 @@ static void SwapBuffers(void); // Copy back buffer to f static void LogoAnimation(void); // Plays raylib logo appearing animation #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) static void TakeScreenshot(void); // Takes a screenshot and saves it in the same folder as executable +static void SetupViewport(void); #endif #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) @@ -744,8 +745,7 @@ void EndTextureMode(void) rlDisableRenderTexture(); // Disable render target // Set viewport to default framebuffer size (screen size) - // TODO: consider possible viewport offsets - rlViewport(0, 0, GetScreenWidth(), GetScreenHeight()); + SetupViewport(); rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix rlLoadIdentity(); // Reset current matrix (PROJECTION) @@ -1776,19 +1776,8 @@ static void InitGraphicsDevice(int width, int height) // NOTE: screenWidth and screenHeight not used, just stored as globals rlglInit(screenWidth, screenHeight); -#ifdef __APPLE__ - // Get framebuffer size of current window - // NOTE: Required to handle HighDPI display correctly on OSX because framebuffer - // is automatically reasized to adapt to new DPI. - // When OS does that, it can be detected using GLFW3 callback: glfwSetFramebufferSizeCallback() - int fbWidth, fbHeight; - glfwGetFramebufferSize(window, &fbWidth, &fbHeight); - rlViewport(renderOffsetX/2, renderOffsetY/2, fbWidth - renderOffsetX, fbHeight - renderOffsetY); -#else - // Initialize screen viewport (area of the screen that you will actually draw to) - // NOTE: Viewport must be recalculated if screen is resized - rlViewport(renderOffsetX/2, renderOffsetY/2, renderWidth - renderOffsetX, renderHeight - renderOffsetY); -#endif + // Setup default viewport + SetupViewport(); // Initialize internal projection and modelview matrices // NOTE: Default to orthographic projection mode with top-left corner at (0,0) @@ -1805,6 +1794,23 @@ static void InitGraphicsDevice(int width, int height) #endif } +static void SetupViewport(void) +{ +#ifdef __APPLE__ + // Get framebuffer size of current window + // NOTE: Required to handle HighDPI display correctly on OSX because framebuffer + // is automatically reasized to adapt to new DPI. + // When OS does that, it can be detected using GLFW3 callback: glfwSetFramebufferSizeCallback() + int fbWidth, fbHeight; + glfwGetFramebufferSize(window, &fbWidth, &fbHeight); + rlViewport(renderOffsetX/2, renderOffsetY/2, fbWidth - renderOffsetX, fbHeight - renderOffsetY); +#else + // Initialize screen viewport (area of the screen that you will actually draw to) + // NOTE: Viewport must be recalculated if screen is resized + rlViewport(renderOffsetX/2, renderOffsetY/2, renderWidth - renderOffsetX, renderHeight - renderOffsetY); +#endif +} + // Compute framebuffer size relative to screen size and display size // NOTE: Global variables renderWidth/renderHeight and renderOffsetX/renderOffsetY can be modified static void SetupFramebufferSize(int displayWidth, int displayHeight)