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

This appears to fix the issue with macOS windows opening with the wrong scale.
This commit is contained in:
Sean Heber 2021-03-20 13:57:29 -05:00 committed by GitHub
parent a76fcaba3e
commit f4d6bad607
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23

View File

@ -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)