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When writing the initial stretch mode code, the existence of HiDPI displays completely slipped my mind -- or at least I didn't realize that they'd be a problem. We implement scaling modes ourselves, so transforming the mouse coordinates to our 320x240 viewport is done manually. Unfortunately, that code did not take into account HiDPI scaling whatsoever, meaning that all of the math which assumes the window size and the renderer size is wrong. To fix this, we use `SDL_GetWindowSizeInPixels` and `SDL_GetWindow` to find the scaling factor, and then apply that to the mouse coordinates to get the mouse coordinates in the pixel-space instead, and then we do all of our normal logic after. Due to our usage of `SDL_GetWindowSizeInPixels`, this bumps the minimum SDL version to 2.26.0. Closes #1235.
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4.8 KiB