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Considering the window's scale when setting the viewport. (#1659)

This appears to fix the issue with macOS windows opening with the wrong scale.
pull/1664/head
Sean Heber 4年前
committed by GitHub
コミット
f4d6bad607
この署名に対応する既知のキーがデータベースに存在しません GPGキーID: 4AEE18F83AFDEB23
1個のファイルの変更6行の追加4行の削除
  1. +6
    -4
      src/core.c

+ 6
- 4
src/core.c ファイルの表示

@ -4258,10 +4258,12 @@ static void SetupViewport(int width, int height)
CORE.Window.render.width = width;
CORE.Window.render.height = height;
// Set viewport width and height
// NOTE: We consider render size and offset in case black bars are required and
// render area does not match full display area (this situation is only applicable on fullscreen mode)
rlViewport(CORE.Window.renderOffset.x/2, CORE.Window.renderOffset.y/2, CORE.Window.render.width - CORE.Window.renderOffset.x, CORE.Window.render.height - CORE.Window.renderOffset.y);
// Set viewport width and height
// NOTE: We consider render size (scaled) and offset in case black bars are required and
// render area does not match full display area (this situation is only applicable on fullscreen mode)
float xScale = 1, yScale = 1;
glfwGetWindowContentScale(CORE.Window.handle, &xScale, &yScale);
rlViewport(CORE.Window.renderOffset.x/2*xScale, CORE.Window.renderOffset.y/2*yScale, (CORE.Window.render.width - CORE.Window.renderOffset.x)*xScale, (CORE.Window.render.height - CORE.Window.renderOffset.y)*yScale);
rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
rlLoadIdentity(); // Reset current matrix (projection)

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