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WindowSizeCallback() should not try to handle DPI since already man…
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…aged by GLFW (#4143)

If `FLAG_WINDOW_HIGHDPI` is set, `InitPlatform()` will aks GLFW to handle resize window content area based on the monitor content scale using : ` glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_TRUE); `

So `WindowSizeCallback()` does not have to handle it a second time.
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SuperUserNameMan authored Jul 9, 2024
1 parent fa03246 commit 174313a
Showing 1 changed file with 1 addition and 15 deletions.
16 changes: 1 addition & 15 deletions src/platforms/rcore_desktop_glfw.c
Original file line number Diff line number Diff line change
Expand Up @@ -1669,23 +1669,9 @@ static void WindowSizeCallback(GLFWwindow *window, int width, int height)
if (IsWindowFullscreen()) return;

// Set current screen size
#if defined(__APPLE__)

CORE.Window.screen.width = width;
CORE.Window.screen.height = height;
#else
if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
{
Vector2 windowScaleDPI = GetWindowScaleDPI();

CORE.Window.screen.width = (unsigned int)(width/windowScaleDPI.x);
CORE.Window.screen.height = (unsigned int)(height/windowScaleDPI.y);
}
else
{
CORE.Window.screen.width = width;
CORE.Window.screen.height = height;
}
#endif

// NOTE: Postprocessing texture is not scaled to new size
}
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