[GTK3] Fix integer scaling
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parent
a801a06fe8
commit
214ef9399d
12
gtk3/main.c
12
gtk3/main.c
@ -103,19 +103,24 @@ static void update_viewport(void) {
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y_factor = (int)(y_factor);
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}
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/*if (configuration.scaling_mode != GB_SDL_SCALING_ENTIRE_WINDOW) {
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if (true /*configuration.scaling_mode != GB_SDL_SCALING_ENTIRE_WINDOW*/) {
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if (x_factor > y_factor) {
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x_factor = y_factor;
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}
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else {
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y_factor = x_factor;
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}
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}*/
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}
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unsigned new_width = x_factor * GB_get_screen_width(&gb);
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unsigned new_height = y_factor * GB_get_screen_height(&gb);
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rect = (Rect){(win_width - new_width) / 2, (win_height - new_height) / 2, new_width, new_height};
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rect = (Rect){
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(win_width - new_width) / 2,
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(win_height - new_height) / 2,
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new_width,
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new_height
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};
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glViewport(rect.x, rect.y, rect.w, rect.h);
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}
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@ -283,6 +288,7 @@ static void startup(GApplication *app, gpointer user_data_gptr) {
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g_signal_connect(gl_area, "render", G_CALLBACK(gl_draw), NULL);
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g_signal_connect(gl_area, "resize", G_CALLBACK(gl_resize), NULL);
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g_signal_connect(gl_area, "unrealize", G_CALLBACK(gl_finish), NULL);
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gtk_container_add(GTK_CONTAINER(main_window), GTK_WIDGET(gl_area));
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// Handle the whole menubar situation …
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@ -129,8 +129,8 @@ bool init_shader_with_name(shader_t *shader, const char *name)
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glBindTexture(GL_TEXTURE_2D, shader->texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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glBindTexture(GL_TEXTURE_2D, 0);
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shader->texture_uniform = glGetUniformLocation(shader->program, "image");
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@ -138,8 +138,8 @@ bool init_shader_with_name(shader_t *shader, const char *name)
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glBindTexture(GL_TEXTURE_2D, shader->previous_texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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glBindTexture(GL_TEXTURE_2D, 0);
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shader->previous_texture_uniform = glGetUniformLocation(shader->program, "previous_image");
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