scummvm/backends/graphics
Thierry Crozat dc7a09fdd1 SDL: Cleanup HiDPI macOS hacks
The SDL library handles HiDPI differently depending on the system.
On some systems, such as macOS, the drawable area and the SDL window
have a different size (the window is on low-dpi size) while on
other systems such as Windows they have the same size. Because of
that we sometimes need to scale sizes or coordinates between the
two, and sometimes we don't.

This was handled in two different ways. This commit change the code
to handle it consistently everywhere, and also should be more future
proof should SDL change the way it handles HiDPI in the future (as
we now query the size from SDL itself to find out if the scaling is
needed).
2021-08-20 22:10:26 +02:00
..
gph GPH: Don't call DownscaleSdlGraphicsManager anymore 2021-03-16 16:01:38 +02:00
maemosdl
null BACKENDS: fixed segfault in EventRecorder with buffer out of bounds writes 2021-06-19 14:34:52 +02:00
opengl BACKENDS: Harden grabOverlay in all platforms 2021-08-04 13:27:07 +02:00
openglsdl SDL: Cleanup HiDPI macOS hacks 2021-08-20 22:10:26 +02:00
openpandora
sdl SDL: Move code to handle cursor coordinate HiDPI scale to SdlWindow 2021-08-20 00:12:51 +01:00
surfacesdl BACKENDS: Harden grabOverlay in all platforms 2021-08-04 13:27:07 +02:00
default-palette.h
graphics.h COMMON: Add getHiDPIScreenFactor to OSystem 2021-08-13 21:41:33 +01:00
windowed.h SDL: Add new pixel perfect stretch mode for OpenGL 2021-06-05 14:17:40 +01:00