OSX current_videomode size is now initialized with correct resolution based on backing store. Fixes issue where content does not correctly fit in window on retina displays.
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1 changed files with 10 additions and 4 deletions
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@ -845,18 +845,17 @@ void OS_OSX::initialize(const VideoMode& p_desired,int p_video_driver,int p_audi
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/*** OSX INITIALIZATION ***/
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/*** OSX INITIALIZATION ***/
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/*** OSX INITIALIZATION ***/
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current_videomode=p_desired;
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window_delegate = [[GodotWindowDelegate alloc] init];
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// Don't use accumulation buffer support; it's not accelerated
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// Aux buffers probably aren't accelerated either
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unsigned int styleMask = NSTitledWindowMask | NSClosableWindowMask | NSMiniaturizableWindowMask | (current_videomode.resizable?NSResizableWindowMask:0);
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unsigned int styleMask = NSTitledWindowMask | NSClosableWindowMask | NSMiniaturizableWindowMask | (p_desired.resizable?NSResizableWindowMask:0);
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window_object = [[GodotWindow alloc]
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initWithContentRect:NSMakeRect(0, 0, current_videomode.width,current_videomode.height)
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initWithContentRect:NSMakeRect(0, 0, p_desired.width, p_desired.height)
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styleMask:styleMask
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backing:NSBackingStoreBuffered
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defer:NO];
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@ -865,6 +864,13 @@ void OS_OSX::initialize(const VideoMode& p_desired,int p_video_driver,int p_audi
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window_view = [[GodotContentView alloc] init];
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current_videomode = p_desired;
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// Adjust for display density
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const NSRect fbRect = convertRectToBacking(NSMakeRect(0, 0, p_desired.width, p_desired.height));
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current_videomode.width = fbRect.size.width;
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current_videomode.height = fbRect.size.height;
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#if MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
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if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6) {
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[window_view setWantsBestResolutionOpenGLSurface:YES];
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