merged SDL 2.0.4rc1+

main
Eric Wing 2015-06-17 20:03:08 -07:00
commit 27fab8f4bb
2 changed files with 62 additions and 14 deletions

View File

@ -118,6 +118,17 @@ extern "C" {
*/
#define SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_RENDER_DIRECT3D11_DEBUG"
/**
* \brief A variable controlling the scaling policy for SDL_RenderSetLogicalSize.
*
* This variable can be set to the following values:
* "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen
* "1" or "overscan" - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen
*
* By default letterbox is used
*/
#define SDL_HINT_RENDER_LOGICAL_SIZE_MODE "SDL_HINT_RENDER_LOGICAL_SIZE_MODE"
/**
* \brief A variable controlling the scaling quality
*

View File

@ -1142,11 +1142,22 @@ UpdateLogicalSize(SDL_Renderer *renderer)
float real_aspect;
float scale;
SDL_Rect viewport;
/* 0 is for letterbox, 1 is for overscan */
int scale_policy = 0;
const char *hint = SDL_GetHint(SDL_HINT_RENDER_LOGICAL_SIZE_MODE);
if (SDL_GetRendererOutputSize(renderer, &w, &h) < 0) {
return -1;
}
if (!hint) {
scale_policy = 0;
} else if ( *hint == '1' || SDL_strcasecmp(hint, "overscan") == 0) {
scale_policy = 1;
} else {
scale_policy = 0;
}
want_aspect = (float)renderer->logical_w / renderer->logical_h;
real_aspect = (float)w / h;
@ -1158,21 +1169,47 @@ UpdateLogicalSize(SDL_Renderer *renderer)
scale = (float)w / renderer->logical_w;
SDL_RenderSetViewport(renderer, NULL);
} else if (want_aspect > real_aspect) {
/* We want a wider aspect ratio than is available - letterbox it */
scale = (float)w / renderer->logical_w;
viewport.x = 0;
viewport.w = w;
viewport.h = (int)SDL_ceil(renderer->logical_h * scale);
viewport.y = (h - viewport.h) / 2;
SDL_RenderSetViewport(renderer, &viewport);
if (scale_policy == 1) {
/* We want a wider aspect ratio than is available -
zoom so logical height matches the real height
and the width will grow off the screen
*/
scale = (float)h / renderer->logical_h;
viewport.y = 0;
viewport.h = h;
viewport.w = (int)SDL_ceil(renderer->logical_w * scale);
viewport.x = (w - viewport.w) / 2;
SDL_RenderSetViewport(renderer, &viewport);
} else {
/* We want a wider aspect ratio than is available - letterbox it */
scale = (float)w / renderer->logical_w;
viewport.x = 0;
viewport.w = w;
viewport.h = (int)SDL_ceil(renderer->logical_h * scale);
viewport.y = (h - viewport.h) / 2;
SDL_RenderSetViewport(renderer, &viewport);
}
} else {
/* We want a narrower aspect ratio than is available - use side-bars */
scale = (float)h / renderer->logical_h;
viewport.y = 0;
viewport.h = h;
viewport.w = (int)SDL_ceil(renderer->logical_w * scale);
viewport.x = (w - viewport.w) / 2;
SDL_RenderSetViewport(renderer, &viewport);
if (scale_policy == 1) {
/* We want a narrower aspect ratio than is available -
zoom so logical width matches the real width
and the height will grow off the screen
*/
scale = (float)w / renderer->logical_w;
viewport.x = 0;
viewport.w = w;
viewport.h = (int)SDL_ceil(renderer->logical_h * scale);
viewport.y = (h - viewport.h) / 2;
SDL_RenderSetViewport(renderer, &viewport);
} else {
/* We want a narrower aspect ratio than is available - use side-bars */
scale = (float)h / renderer->logical_h;
viewport.y = 0;
viewport.h = h;
viewport.w = (int)SDL_ceil(renderer->logical_w * scale);
viewport.x = (w - viewport.w) / 2;
SDL_RenderSetViewport(renderer, &viewport);
}
}
/* Set the new scale */