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@@ -264,6 +264,7 @@ static void SwapBuffers(void); // Copy back buffer to f
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static void LogoAnimation(void); // Plays raylib logo appearing animation
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
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static void TakeScreenshot(void); // Takes a screenshot and saves it in the same folder as executable
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+static void SetupViewport(void);
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#endif
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
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@@ -744,8 +745,7 @@ void EndTextureMode(void)
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rlDisableRenderTexture(); // Disable render target
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// Set viewport to default framebuffer size (screen size)
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- // TODO: consider possible viewport offsets
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- rlViewport(0, 0, GetScreenWidth(), GetScreenHeight());
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+ SetupViewport();
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rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
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rlLoadIdentity(); // Reset current matrix (PROJECTION)
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@@ -1776,19 +1776,8 @@ static void InitGraphicsDevice(int width, int height)
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// NOTE: screenWidth and screenHeight not used, just stored as globals
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rlglInit(screenWidth, screenHeight);
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-#ifdef __APPLE__
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- // Get framebuffer size of current window
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- // NOTE: Required to handle HighDPI display correctly on OSX because framebuffer
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- // is automatically reasized to adapt to new DPI.
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- // When OS does that, it can be detected using GLFW3 callback: glfwSetFramebufferSizeCallback()
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- int fbWidth, fbHeight;
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- glfwGetFramebufferSize(window, &fbWidth, &fbHeight);
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- rlViewport(renderOffsetX/2, renderOffsetY/2, fbWidth - renderOffsetX, fbHeight - renderOffsetY);
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-#else
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- // Initialize screen viewport (area of the screen that you will actually draw to)
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- // NOTE: Viewport must be recalculated if screen is resized
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- rlViewport(renderOffsetX/2, renderOffsetY/2, renderWidth - renderOffsetX, renderHeight - renderOffsetY);
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-#endif
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+ // Setup default viewport
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+ SetupViewport();
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// Initialize internal projection and modelview matrices
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// NOTE: Default to orthographic projection mode with top-left corner at (0,0)
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@@ -1805,6 +1794,23 @@ static void InitGraphicsDevice(int width, int height)
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#endif
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}
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+static void SetupViewport(void)
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+{
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+#ifdef __APPLE__
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+ // Get framebuffer size of current window
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+ // NOTE: Required to handle HighDPI display correctly on OSX because framebuffer
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+ // is automatically reasized to adapt to new DPI.
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+ // When OS does that, it can be detected using GLFW3 callback: glfwSetFramebufferSizeCallback()
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+ int fbWidth, fbHeight;
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+ glfwGetFramebufferSize(window, &fbWidth, &fbHeight);
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+ rlViewport(renderOffsetX/2, renderOffsetY/2, fbWidth - renderOffsetX, fbHeight - renderOffsetY);
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+#else
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+ // Initialize screen viewport (area of the screen that you will actually draw to)
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+ // NOTE: Viewport must be recalculated if screen is resized
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+ rlViewport(renderOffsetX/2, renderOffsetY/2, renderWidth - renderOffsetX, renderHeight - renderOffsetY);
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+#endif
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+}
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+
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// Compute framebuffer size relative to screen size and display size
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// NOTE: Global variables renderWidth/renderHeight and renderOffsetX/renderOffsetY can be modified
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static void SetupFramebufferSize(int displayWidth, int displayHeight)
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