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-rw-r--r--README.md1
-rw-r--r--src/core.c36
2 files changed, 22 insertions, 15 deletions
diff --git a/README.md b/README.md
index a5ed70f1..78c74a91 100644
--- a/README.md
+++ b/README.md
@@ -193,6 +193,7 @@ features
* Multiple platforms support: Windows, Linux, Mac, **Android**, **Raspberry Pi**, **HTML5** and **Oculus Rift CV1**
* Custom color palette for fancy visuals on raywhite background
* Minimal external dependencies (GLFW3, OpenGL, OpenAL)
+ * Complete binding to LUA
raylib uses on its core module the outstanding [GLFW3](http://www.glfw.org/) library. The best option by far I found for
multiplatform (Windows, Linux, Mac) window/context and input management (clean, focused, great license, well documented, modern, ...).
diff --git a/src/core.c b/src/core.c
index 7fa20979..455417d2 100644
--- a/src/core.c
+++ b/src/core.c
@@ -264,6 +264,7 @@ static void SwapBuffers(void); // Copy back buffer to f
static void LogoAnimation(void); // Plays raylib logo appearing animation
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
static void TakeScreenshot(void); // Takes a screenshot and saves it in the same folder as executable
+static void SetupViewport(void);
#endif
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
@@ -744,8 +745,7 @@ void EndTextureMode(void)
rlDisableRenderTexture(); // Disable render target
// Set viewport to default framebuffer size (screen size)
- // TODO: consider possible viewport offsets
- rlViewport(0, 0, GetScreenWidth(), GetScreenHeight());
+ SetupViewport();
rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
rlLoadIdentity(); // Reset current matrix (PROJECTION)
@@ -1776,19 +1776,8 @@ static void InitGraphicsDevice(int width, int height)
// NOTE: screenWidth and screenHeight not used, just stored as globals
rlglInit(screenWidth, screenHeight);
-#ifdef __APPLE__
- // Get framebuffer size of current window
- // NOTE: Required to handle HighDPI display correctly on OSX because framebuffer
- // is automatically reasized to adapt to new DPI.
- // When OS does that, it can be detected using GLFW3 callback: glfwSetFramebufferSizeCallback()
- int fbWidth, fbHeight;
- glfwGetFramebufferSize(window, &fbWidth, &fbHeight);
- rlViewport(renderOffsetX/2, renderOffsetY/2, fbWidth - renderOffsetX, fbHeight - renderOffsetY);
-#else
- // Initialize screen viewport (area of the screen that you will actually draw to)
- // NOTE: Viewport must be recalculated if screen is resized
- rlViewport(renderOffsetX/2, renderOffsetY/2, renderWidth - renderOffsetX, renderHeight - renderOffsetY);
-#endif
+ // Setup default viewport
+ SetupViewport();
// Initialize internal projection and modelview matrices
// NOTE: Default to orthographic projection mode with top-left corner at (0,0)
@@ -1805,6 +1794,23 @@ static void InitGraphicsDevice(int width, int height)
#endif
}
+static void SetupViewport(void)
+{
+#ifdef __APPLE__
+ // Get framebuffer size of current window
+ // NOTE: Required to handle HighDPI display correctly on OSX because framebuffer
+ // is automatically reasized to adapt to new DPI.
+ // When OS does that, it can be detected using GLFW3 callback: glfwSetFramebufferSizeCallback()
+ int fbWidth, fbHeight;
+ glfwGetFramebufferSize(window, &fbWidth, &fbHeight);
+ rlViewport(renderOffsetX/2, renderOffsetY/2, fbWidth - renderOffsetX, fbHeight - renderOffsetY);
+#else
+ // Initialize screen viewport (area of the screen that you will actually draw to)
+ // NOTE: Viewport must be recalculated if screen is resized
+ rlViewport(renderOffsetX/2, renderOffsetY/2, renderWidth - renderOffsetX, renderHeight - renderOffsetY);
+#endif
+}
+
// Compute framebuffer size relative to screen size and display size
// NOTE: Global variables renderWidth/renderHeight and renderOffsetX/renderOffsetY can be modified
static void SetupFramebufferSize(int displayWidth, int displayHeight)