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Fix render resolution at different UI scales (#514)
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18 changed files with 128 additions and 57 deletions
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@ -56,9 +56,11 @@ struct WindowInfo
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std::atomic_bool app_active; // our app is active/has focus
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std::atomic_int32_t width, height; // client size of main window
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std::atomic_int32_t phys_width, phys_height; // client size of main window in physical pixels
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std::atomic_bool pad_open; // if separate pad view is open
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std::atomic_int32_t pad_width, pad_height; // client size of pad window
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std::atomic_int32_t phys_pad_width, phys_pad_height; // client size of pad window in physical pixels
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std::atomic_bool pad_maximized = false;
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std::atomic_int32_t restored_pad_x = -1, restored_pad_y = -1;
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@ -112,8 +114,10 @@ void gui_create();
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WindowInfo& gui_getWindowInfo();
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void gui_updateWindowTitles(bool isIdle, bool isLoading, double fps);
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void gui_getWindowSize(int* w, int* h);
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void gui_getPadWindowSize(int* w, int* h);
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void gui_getWindowSize(int& w, int& h);
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void gui_getPadWindowSize(int& w, int& h);
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void gui_getWindowPhysSize(int& w, int& h);
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void gui_getPadWindowPhysSize(int& w, int& h);
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bool gui_isPadWindowOpen();
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bool gui_isKeyDown(uint32 key);
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bool gui_isKeyDown(PlatformKeyCodes key);
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