mirror of https://github.com/encounter/SDL.git
commit
9288983682
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@ -118,6 +118,17 @@ extern "C" {
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*/
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*/
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#define SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_RENDER_DIRECT3D11_DEBUG"
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#define SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_RENDER_DIRECT3D11_DEBUG"
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/**
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* \brief A variable controlling the scaling policy for SDL_RenderSetLogicalSize.
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*
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* This variable can be set to the following values:
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* "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen
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* "1" or "overscan" - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen
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*
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* By default letterbox is used
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*/
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#define SDL_HINT_RENDER_LOGICAL_SIZE_MODE "SDL_HINT_RENDER_LOGICAL_SIZE_MODE"
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/**
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/**
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* \brief A variable controlling the scaling quality
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* \brief A variable controlling the scaling quality
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*
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*
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@ -1156,6 +1156,9 @@ UpdateLogicalSize(SDL_Renderer *renderer)
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float real_aspect;
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float real_aspect;
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float scale;
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float scale;
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SDL_Rect viewport;
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SDL_Rect viewport;
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/* 0 is for letterbox, 1 is for overscan */
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int scale_policy = 0;
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const char *hint = SDL_GetHint(SDL_HINT_RENDER_LOGICAL_SIZE_MODE);
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if (!renderer->logical_w || !renderer->logical_h) {
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if (!renderer->logical_w || !renderer->logical_h) {
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return 0;
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return 0;
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@ -1164,6 +1167,23 @@ UpdateLogicalSize(SDL_Renderer *renderer)
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return -1;
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return -1;
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}
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}
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if (!hint) {
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scale_policy = 0;
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} else if ( *hint == '1' || SDL_strcasecmp(hint, "overscan") == 0) {
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/* Unfortunately, Direct3D 9 does't support negative viewport numbers
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which the main overscan implementation relies on.
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D3D11 does support negative values and uses a different id string
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so overscan will work for D3D11.
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*/
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if(SDL_strcasecmp("direct3d", SDL_GetCurrentVideoDriver())) {
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scale_policy = 0;
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} else {
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scale_policy = 1;
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}
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} else {
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scale_policy = 0;
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}
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want_aspect = (float)renderer->logical_w / renderer->logical_h;
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want_aspect = (float)renderer->logical_w / renderer->logical_h;
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real_aspect = (float)w / h;
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real_aspect = (float)w / h;
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@ -1187,21 +1207,47 @@ UpdateLogicalSize(SDL_Renderer *renderer)
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scale = (float)w / renderer->logical_w;
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scale = (float)w / renderer->logical_w;
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SDL_RenderSetViewport(renderer, NULL);
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SDL_RenderSetViewport(renderer, NULL);
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} else if (want_aspect > real_aspect) {
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} else if (want_aspect > real_aspect) {
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/* We want a wider aspect ratio than is available - letterbox it */
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if (scale_policy == 1) {
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scale = (float)w / renderer->logical_w;
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/* We want a wider aspect ratio than is available -
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viewport.x = 0;
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zoom so logical height matches the real height
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viewport.w = w;
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and the width will grow off the screen
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viewport.h = (int)SDL_ceil(renderer->logical_h * scale);
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*/
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viewport.y = (h - viewport.h) / 2;
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scale = (float)h / renderer->logical_h;
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SDL_RenderSetViewport(renderer, &viewport);
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viewport.y = 0;
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viewport.h = h;
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viewport.w = (int)SDL_ceil(renderer->logical_w * scale);
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viewport.x = (w - viewport.w) / 2;
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SDL_RenderSetViewport(renderer, &viewport);
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} else {
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/* We want a wider aspect ratio than is available - letterbox it */
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scale = (float)w / renderer->logical_w;
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viewport.x = 0;
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viewport.w = w;
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viewport.h = (int)SDL_ceil(renderer->logical_h * scale);
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viewport.y = (h - viewport.h) / 2;
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SDL_RenderSetViewport(renderer, &viewport);
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}
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} else {
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} else {
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/* We want a narrower aspect ratio than is available - use side-bars */
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if (scale_policy == 1) {
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scale = (float)h / renderer->logical_h;
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/* We want a narrower aspect ratio than is available -
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viewport.y = 0;
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zoom so logical width matches the real width
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viewport.h = h;
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and the height will grow off the screen
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viewport.w = (int)SDL_ceil(renderer->logical_w * scale);
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*/
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viewport.x = (w - viewport.w) / 2;
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scale = (float)w / renderer->logical_w;
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SDL_RenderSetViewport(renderer, &viewport);
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viewport.x = 0;
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viewport.w = w;
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viewport.h = (int)SDL_ceil(renderer->logical_h * scale);
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viewport.y = (h - viewport.h) / 2;
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SDL_RenderSetViewport(renderer, &viewport);
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} else {
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/* We want a narrower aspect ratio than is available - use side-bars */
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scale = (float)h / renderer->logical_h;
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viewport.y = 0;
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viewport.h = h;
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viewport.w = (int)SDL_ceil(renderer->logical_w * scale);
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viewport.x = (w - viewport.w) / 2;
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SDL_RenderSetViewport(renderer, &viewport);
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}
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}
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}
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/* Set the new scale */
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/* Set the new scale */
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