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.
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7 changed files with 89 additions and 4 deletions
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@ -34,6 +34,10 @@ const bool EmuWindow_GLFW::IsOpen() {
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return glfwWindowShouldClose(m_render_window) == 0;
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}
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void EmuWindow_GLFW::GetFramebufferSize(int* fbWidth, int* fbHeight) {
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glfwGetFramebufferSize(m_render_window, fbWidth, fbHeight);
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}
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/// EmuWindow_GLFW constructor
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EmuWindow_GLFW::EmuWindow_GLFW() {
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keyboard_id = KeyMap::NewDeviceId();
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@ -64,6 +68,7 @@ EmuWindow_GLFW::EmuWindow_GLFW() {
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glfwSetWindowUserPointer(m_render_window, this);
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glfwSetKeyCallback(m_render_window, OnKeyEvent);
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DoneCurrent();
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}
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