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Fix last commit
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@ -281,6 +281,9 @@ cc_bool Game_ValidateBitmapPow2(const cc_string* file, struct Bitmap* bmp) {
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void Game_UpdateDimensions(void) {
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Game.Width = max(Window_Main.Width, 1);
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Game.Height = max(Window_Main.Height, 1);
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Gfx.ViewportWidth = Game.Width;
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Gfx.ViewportHeight = Game.Height;
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}
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static void Game_OnResize(void* obj) {
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@ -402,6 +405,7 @@ static void Game_Load(void) {
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Game_UpdateDimensions();
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Game_SetFpsLimit(Options_GetEnum(OPT_FPS_LIMIT, 0, FpsLimit_Names, FPS_LIMIT_COUNT));
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Gfx_Create();
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Logger_WarnFunc = Game_WarnFunc;
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LoadOptions();
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GameVersion_Load();
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@ -66,6 +66,7 @@ CC_VAR extern struct _GfxData {
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int MinTexWidth, MinTexHeight;
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cc_bool ReducedPerfMode;
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cc_uint8 ReducedPerfModeCooldown;
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int ViewportX, ViewportY, ViewportWidth, ViewportHeight;
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} Gfx;
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extern GfxResourceID Gfx_defaultIb;
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@ -648,10 +648,10 @@ static void RS_CreateRasterState(void) {
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static void RS_UpdateViewport(void) {
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D3D11_VIEWPORT viewport;
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viewport.TopLeftX = 0;
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viewport.TopLeftY = 0;
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viewport.Width = Window_Main.Width;
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viewport.Height = Window_Main.Height;
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viewport.TopLeftX = Gfx.ViewportX;
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viewport.TopLeftY = Gfx.ViewportY;
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viewport.Width = Gfx.ViewportWidth;
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viewport.Height = Gfx.ViewportHeight;
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viewport.MinDepth = 0.0f;
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viewport.MaxDepth = 1.0f;
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ID3D11DeviceContext_RSSetViewports(context, 1, &viewport);
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@ -2231,10 +2231,10 @@ static struct Widget* touch_widgets[ONSCREEN_MAX_BTNS + TOUCH_EXTRA_BTNS + 2] =
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#define TOUCH_MAX_VERTICES (THUMBSTICKWIDGET_MAX + TOUCH_MAX_BTNS * BUTTONWIDGET_MAX)
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static void TouchScreen_ChatClick(void* s, void* w) { ChatScreen_OpenInput(&String_Empty); }
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static void TouchScreen_RespawnClick(void* s, void* w) { LocalPlayer_HandleRespawn(); }
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static void TouchScreen_SetSpawnClick(void* s, void* w) { LocalPlayer_HandleSetSpawn(); }
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static void TouchScreen_FlyClick(void* s, void* w) { LocalPlayer_HandleFly(); }
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static void TouchScreen_NoclipClick(void* s, void* w) { LocalPlayer_HandleNoclip(); }
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static void TouchScreen_RespawnClick(void* s, void* w) { LocalPlayer_HandleRespawn(&LocalPlayer_Instance); }
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static void TouchScreen_SetSpawnClick(void* s, void* w) { LocalPlayer_HandleSetSpawn(&LocalPlayer_Instance); }
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static void TouchScreen_FlyClick(void* s, void* w) { LocalPlayer_HandleFly(&LocalPlayer_Instance); }
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static void TouchScreen_NoclipClick(void* s, void* w) { LocalPlayer_HandleNoclip(&LocalPlayer_Instance); }
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static void TouchScreen_CameraClick(void* s, void* w) { Camera_CycleActive(); }
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static void TouchScreen_MoreClick(void* s, void* w) { TouchMoreScreen_Show(); }
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static void TouchScreen_SwitchClick(void* s, void* w) { Inventory_SwitchHotbar(); }
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@ -325,7 +325,7 @@ void Gfx_EndFrame(void) {
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}
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void Gfx_OnWindowResize(void) {
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glViewport(0, 0, Game.Width, Game.Height);
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glViewport(Gfx.ViewportX, Gfx.ViewportY, Gfx.ViewportWidth, Gfx.ViewportHeight);
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/* With cocoa backend, in some cases [NSOpenGLContext update] will actually */
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/* call glViewport with the size of the window framebuffer */
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/* https://github.com/glfw/glfw/issues/80 */
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