Respect splash fullsize option on GLES2
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1 changed files with 18 additions and 2 deletions
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@ -321,9 +321,25 @@ void RasterizerGLES2::set_boot_image(const Ref<Image> &p_image, const Color &p_c
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Rect2 imgrect(0, 0, p_image->get_width(), p_image->get_height());
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Rect2 imgrect(0, 0, p_image->get_width(), p_image->get_height());
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Rect2 screenrect;
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Rect2 screenrect;
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if (p_scale) {
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if (window_w > window_h) {
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//scale horizontally
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screenrect.size.y = window_h;
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screenrect.size.x = imgrect.size.x * window_h / imgrect.size.y;
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screenrect.position.x = (window_w - screenrect.size.x) / 2;
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} else {
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//scale vertically
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screenrect.size.x = window_w;
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screenrect.size.y = imgrect.size.y * window_w / imgrect.size.x;
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screenrect.position.y = (window_h - screenrect.size.y) / 2;
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}
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} else {
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screenrect = imgrect;
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screenrect = imgrect;
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screenrect.position += ((Size2(window_w, window_h) - screenrect.size) / 2.0).floor();
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screenrect.position += ((Size2(window_w, window_h) - screenrect.size) / 2.0).floor();
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}
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RasterizerStorageGLES2::Texture *t = storage->texture_owner.get(texture);
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RasterizerStorageGLES2::Texture *t = storage->texture_owner.get(texture);
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glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
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glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
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