Viewport scaling and display density independence

The view is scaled to be as large as possible, without changing the aspect, within the bounds of the window.
On "retina" displays, or other displays where window units != pixels, the view should no longer draw incorrectly.
This commit is contained in:
Kevin Hartman 2014-08-29 22:23:12 -07:00 committed by Tony Wasserka
parent c8d933a142
commit 221a9b023d
7 changed files with 89 additions and 4 deletions

View file

@ -34,6 +34,10 @@ const bool EmuWindow_GLFW::IsOpen() {
return glfwWindowShouldClose(m_render_window) == 0;
}
void EmuWindow_GLFW::GetFramebufferSize(int* fbWidth, int* fbHeight) {
glfwGetFramebufferSize(m_render_window, fbWidth, fbHeight);
}
/// EmuWindow_GLFW constructor
EmuWindow_GLFW::EmuWindow_GLFW() {
keyboard_id = KeyMap::NewDeviceId();
@ -64,6 +68,7 @@ EmuWindow_GLFW::EmuWindow_GLFW() {
glfwSetWindowUserPointer(m_render_window, this);
glfwSetKeyCallback(m_render_window, OnKeyEvent);
DoneCurrent();
}