REVIEWED: GetWindowScaleDPI() #1086

This commit is contained in:
Ray 2020-10-29 19:29:59 +01:00
parent 37e2d993e7
commit 60d874caf8

View File

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