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Use SDL_GetRendererOutputSize instead of SDL_GetWindowSize
SDL_GetRendererOutputSize will always return the actual size, even in some obscure HiDPI/macOS cases.
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1 changed files with 2 additions and 2 deletions
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@ -170,7 +170,7 @@ void Screen::ResizeScreen(int x, int y)
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if (stretchMode == 1)
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if (stretchMode == 1)
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{
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{
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int winX, winY;
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int winX, winY;
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SDL_GetWindowSize(m_window, &winX, &winY);
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SDL_GetRendererOutputSize(m_renderer, &winX, &winY);
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int result = SDL_RenderSetLogicalSize(m_renderer, winX, winY);
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int result = SDL_RenderSetLogicalSize(m_renderer, winX, winY);
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if (result != 0)
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if (result != 0)
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{
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{
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@ -256,7 +256,7 @@ void Screen::ResizeToNearestMultiple()
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void Screen::GetWindowSize(int* x, int* y)
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void Screen::GetWindowSize(int* x, int* y)
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{
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{
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SDL_GetWindowSize(m_window, x, y);
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SDL_GetRendererOutputSize(m_renderer, x, y);
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}
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}
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void Screen::UpdateScreen(SDL_Surface* buffer, SDL_Rect* rect )
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void Screen::UpdateScreen(SDL_Surface* buffer, SDL_Rect* rect )
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