git repos / sago_multi_scrambler_puzzle2

commit 853c582c

Poul Sander · 2024-09-29 14:24
853c582c03baceb8903169a490bb5b87500f6abd patch · browse files
parent fcaa837c7c49d530227652f18b8bd070552e6d67

Remove old workaround for scaling

Changed files

M src/sago_common.cpp before
diff --git a/src/sago_common.cpp b/src/sago_common.cpp index 4274181..fc5eadc 100644 --- a/src/sago_common.cpp +++ b/src/sago_common.cpp
@@ -46,10 +46,10 @@ void RunGameState(sago::GameStateInterface& state ) {
ImGui::Render();
ImGuiIO& io = ImGui::GetIO();
float x, y;
- SDL_RenderGetScale(globalData.screen, &x, &y);
- SDL_RenderSetScale(globalData.screen, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
+ //SDL_RenderGetScale(globalData.screen, &x, &y);
+ //SDL_RenderSetScale(globalData.screen, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
ImGui_ImplSDLRenderer2_RenderDrawData( ImGui::GetDrawData(), globalData.screen );
- SDL_RenderSetScale(globalData.screen, x, y);
+ //SDL_RenderSetScale(globalData.screen, x, y);
//While using Dear ImGui we do not draw the mouse ourself. This is gone: globalData.mouse.Draw(globalData.screen, SDL_GetTicks(), globalData.mousex, globalData.mousey);
SDL_RenderPresent(globalData.screen);