OPENGL(SDL): Use the whole window/screen size for the overlay.
This makes the overlay looking nicer in fullscreen mode.
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ee6853daf2
commit
4841079075
2 changed files with 21 additions and 29 deletions
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@ -1002,7 +1002,7 @@ void OpenGLGraphicsManager::internUpdateScreen() {
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refreshOverlay();
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// Draw the overlay
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_overlayTexture->drawTexture(_displayX, _displayY, _displayWidth, _displayHeight);
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_overlayTexture->drawTexture(0, 0, _videoMode.overlayWidth, _videoMode.overlayHeight);
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}
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if (_cursorVisible) {
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@ -1218,32 +1218,20 @@ uint OpenGLGraphicsManager::getAspectRatio() {
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}
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void OpenGLGraphicsManager::adjustMousePosition(int16 &x, int16 &y) {
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if (_overlayVisible)
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return;
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if (_videoMode.mode == OpenGL::GFX_NORMAL) {
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if (_videoMode.hardwareWidth != _videoMode.overlayWidth)
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x = x * _videoMode.overlayWidth / _videoMode.hardwareWidth;
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if (_videoMode.hardwareHeight != _videoMode.overlayHeight)
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y = y * _videoMode.overlayHeight / _videoMode.hardwareHeight;
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if (!_overlayVisible) {
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x /= _videoMode.scaleFactor;
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y /= _videoMode.scaleFactor;
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}
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} else {
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x /= _videoMode.scaleFactor;
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y /= _videoMode.scaleFactor;
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} else if (!_overlayVisible) {
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x -= _displayX;
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y -= _displayY;
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if (_overlayVisible) {
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if (_displayWidth != _videoMode.overlayWidth)
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x = x * _videoMode.overlayWidth / _displayWidth;
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if (_displayHeight != _videoMode.overlayHeight)
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y = y * _videoMode.overlayHeight / _displayHeight;
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} else {
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if (_displayWidth != _videoMode.screenWidth)
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x = x * _videoMode.screenWidth / _displayWidth;
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if (_displayHeight != _videoMode.screenHeight)
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y = y * _videoMode.screenHeight / _displayHeight;
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}
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if (_displayWidth != _videoMode.screenWidth)
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x = x * _videoMode.screenWidth / _displayWidth;
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if (_displayHeight != _videoMode.screenHeight)
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y = y * _videoMode.screenHeight / _displayHeight;
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}
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}
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