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- On Windows resizing a window just renders the image to the size of the window, so lets do the same for SDL (makes mouse coordinate scaling easier).
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1 changed files with 9 additions and 7 deletions
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@ -705,7 +705,7 @@ void SDLFB::ResetSDLRenderer ()
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}
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// In fullscreen, set logical size according to animorphic ratio.
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// Windowed modes are always rendered 1:1.
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// Windowed modes are rendered to fill the window (usually 1:1)
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if (IsFullscreen ())
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{
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int w, h;
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@ -713,10 +713,6 @@ void SDLFB::ResetSDLRenderer ()
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ScaleWithAspect (w, h, Width, Height);
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SDL_RenderSetLogicalSize (Renderer, w, h);
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}
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else
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{
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SDL_RenderSetLogicalSize (Renderer, Width, Height);
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}
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}
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void SDLFB::SetVSync (bool vsync)
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@ -743,13 +739,14 @@ void SDLFB::SetVSync (bool vsync)
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void SDLFB::ScaleCoordsFromWindow(SWORD &x, SWORD &y)
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{
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int w, h;
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SDL_GetWindowSize (Screen, &w, &h);
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// Detect if we're doing scaling in the Window and adjust the mouse
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// coordinates accordingly. This could be more efficent, but I
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// don't think performance is an issue in the menus.
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if(IsFullscreen())
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{
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int w, h;
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SDL_GetWindowSize (Screen, &w, &h);
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int realw = w, realh = h;
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ScaleWithAspect (realw, realh, SCREENWIDTH, SCREENHEIGHT);
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if (realw != SCREENWIDTH || realh != SCREENHEIGHT)
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@ -768,6 +765,11 @@ void SDLFB::ScaleCoordsFromWindow(SWORD &x, SWORD &y)
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}
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}
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}
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else
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{
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x = (SWORD)(x*Width/w);
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y = (SWORD)(y*Height/h);
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}
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}
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ADD_STAT (blit)
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