REVIEWED: GetWindowScaleDPI() #1086
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37e2d993e7
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27
src/core.c
27
src/core.c
@ -1352,10 +1352,29 @@ Vector2 GetWindowScaleDPI(void)
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Vector2 scale = { 1.0f, 1.0f };
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#if defined(PLATFORM_DESKTOP)
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GLFWmonitor *monitor = glfwGetPrimaryMonitor();
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float xdpi = 1.0;
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float ydpi = 1.0;
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Vector2 windowPos = GetWindowPosition();
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if (monitor != NULL) glfwGetMonitorContentScale(monitor, &scale.x, &scale.y);
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else TRACELOG(LOG_WARNING, "GLFW: Failed to get primary monitor");
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int monitorCount = 0;
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GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
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// Check window monitor
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for (int i = 0; i < monitorCount; i++)
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{
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glfwGetMonitorContentScale(monitors[i], &xdpi, &ydpi);
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int xpos, ypos, width, height;
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glfwGetMonitorWorkarea(monitors[i], &xpos, &ypos, &width, &height);
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if ((windowPos.x >= xpos) && (windowPos.x < xpos + width) &&
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(windowPos.y >= ypos) && (windowPos.y < ypos + height))
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{
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scale.x = xdpi;
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scale.y = ydpi;
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break;
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}
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}
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#endif
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return scale;
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@ -1626,7 +1645,7 @@ void BeginTextureMode(RenderTexture2D target)
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{
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rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
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rlEnableFramebuffer(target.id); // Enable render target
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rlEnableFramebuffer(target.id); // Enable render target
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// Set viewport to framebuffer size
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rlViewport(0, 0, target.texture.width, target.texture.height);
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