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Helps making sure we're not modifying the images in the rendering code.
Re-applies 4eea727b7649726670d8963d11ab4fd429624b3e (and reverts
363f71157a8107190b3bd2ba656faf0a0e63ab36).
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Because the allocated surface was based on the unscaled size, writing
the actual pixels was overwriting random memory.
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* TrueTypeFont class now takes into account the graphics scale, in order
to render an appropriate higher-resolution texture.
* Removed TrueTypeFont::fontCounter, since TTF_Init/TTF_Quit already
keep a counter.
* Avoid copying the rendered string needlessly, when it already exists
in the cache. Avoid another copy, when inserting a new chunk into the
cache.
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This can be used for smoother mouse cursor movement when rendering our
own mouse cursor (already changed in this commit) and is also necessary
for implementing support for HiDPI font rendering.
Also dropped some almost duplicated OpenGL code.
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* Added "Scale" user option, which can either by "Auto" or an explicit
scaling factor. Its maximum value depends on the current resolution.
The "Auto" factor is based on keeping the logical resolution on at
least 800x600, wheres the maximum scale is based on keeping the
logical resolution on at least 640x480.
* Enabled support for High DPI. This means the rendering target can now
have a different resolution than the window size, which can happen on
macOS, Windows and Wayland. The resulting scale is multiplied by the
above user-controlled scale.
Currently, this looks ugly for non-integer scales, which are not used
on macOS and can only be configured on some Wayland compositors.
Has not been tested on Windows.
* Simplified OpenGL initialization (moved out of _beginDraw).
* Made sure _beginDraw/_endDraw sets a clip area also for SDLGraphics.
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I had broken this in 264be2108c51837fa92085f6c839e66aebbcfc9e by no
longer reading out the property.
Made some further simplifications and two more fixes:
* When the original image's size was not 800x600, it wouldn't get scaled
as expected due to the integer division being performed before the
multiplication.
* I had changed the default resolution to 1280x720, while mKeepRatio
expects to scale the original image as if it was displayed on an
800x600 screen. So now it's hardcoded on 800x600 rather than using
the defaultScreenWidth/Height variables.
* Removed the confusing x/y parameters from AmbientLayer::draw, which
were actually set to the graphics width/height.
* Changed SDLGraphics::drawRescaledImagePattern to not repeatedly
set the source origin.
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The configuration and setup UI were adjusted to the new options.
This also fixes issues in applying new video settings.
Default resolution was changed from 800x600 to 1280x720. VSync is
enabled by default while FPS limit was disabled.
Display aspect ratio for the resolution options.
I had to work around some macOS issues:
* Don't change window size when it appears to be "maximized", since it
just changes the rendering area while leaving the window maximized.
* Unset fullscreen display mode temporarily to allow changing resolutions,
otherwise the rendering area no longer matches the screen and mouse
input is also off.
* Removed SDL_WINDOW_ALLOW_HIGHDPI for now because it causes issues on
macOS, since we're not actually handling the scaling factor.
A Video class and an SDLGraphics subclass were split off from Graphics.
This setup has Less duplication and leaves the OpenGLGraphics and
SDLGraphics better separated.
Fixes #57
Fixes #58
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