add in High DPI support (aka Retina)
- based on Jørgen's patch with a few bug fixes
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parent
a449178caa
commit
3a11d95444
12 changed files with 134 additions and 11 deletions
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@ -180,6 +180,7 @@ main(int argc, char *argv[])
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SDL_Event event;
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Uint32 then, now, frames;
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int status;
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int dw, dh;
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/* Enable standard application logging */
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SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
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@ -254,6 +255,10 @@ main(int argc, char *argv[])
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SDL_GetCurrentDisplayMode(0, &mode);
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SDL_Log("Screen BPP : %d\n", SDL_BITSPERPIXEL(mode.format));
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SDL_Log("Swap Interval : %d\n", SDL_GL_GetSwapInterval());
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SDL_GetWindowSize(state->windows[0], &dw, &dh);
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SDL_Log("Window Size : %d,%d\n", dw, dh);
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SDL_GL_GetDrawableSize(state->windows[0], &dw, &dh);
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SDL_Log("Draw Size : %d,%d\n", dw, dh);
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SDL_Log("\n");
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SDL_Log("Vendor : %s\n", glGetString(GL_VENDOR));
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SDL_Log("Renderer : %s\n", glGetString(GL_RENDERER));
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@ -322,7 +327,7 @@ main(int argc, char *argv[])
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LESS);
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glShadeModel(GL_SMOOTH);
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/* Main render loop */
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frames = 0;
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then = SDL_GetTicks();
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@ -336,7 +341,7 @@ main(int argc, char *argv[])
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for (i = 0; i < state->num_windows; ++i) {
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int w, h;
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SDL_GL_MakeCurrent(state->windows[i], context);
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SDL_GetWindowSize(state->windows[i], &w, &h);
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SDL_GL_GetDrawableSize(state->windows[i], &w, &h);
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glViewport(0, 0, w, h);
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Render();
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SDL_GL_SwapWindow(state->windows[i]);
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