Fix guess best scale prompt showing up even when it guesses the default
Also fix a few warnings.
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parent
04b8378de4
commit
8534be2bf9
@ -388,9 +388,10 @@ int Main(int argc, char *argv[])
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engine.TouchUI = prefs.Get("TouchUI", DEFAULT_TOUCH_UI);
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engine.TouchUI = prefs.Get("TouchUI", DEFAULT_TOUCH_UI);
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if (Client::Ref().IsFirstRun() && FORCE_WINDOW_FRAME_OPS == forceWindowFrameOpsNone)
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if (Client::Ref().IsFirstRun() && FORCE_WINDOW_FRAME_OPS == forceWindowFrameOpsNone)
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{
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{
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windowFrameOps.scale = GuessBestScale();
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auto guessed = GuessBestScale();
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if (windowFrameOps.scale)
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if (windowFrameOps.scale != guessed)
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{
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{
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windowFrameOps.scale = guessed;
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prefs.Set("Scale", windowFrameOps.scale);
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prefs.Set("Scale", windowFrameOps.scale);
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showLargeScreenDialog = true;
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showLargeScreenDialog = true;
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}
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}
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@ -46,8 +46,8 @@ void SetTextInputRect(int x, int y, int w, int h)
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SDL_Rect rect;
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SDL_Rect rect;
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#if SDL_VERSION_ATLEAST(2, 0, 18)
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#if SDL_VERSION_ATLEAST(2, 0, 18)
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int wx, wy, wwx, why;
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int wx, wy, wwx, why;
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SDL_RenderLogicalToWindow(sdl_renderer, x, y, &wx, &wy);
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SDL_RenderLogicalToWindow(sdl_renderer, float(x), float(y), &wx, &wy);
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SDL_RenderLogicalToWindow(sdl_renderer, x + w, y + h, &wwx, &why);
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SDL_RenderLogicalToWindow(sdl_renderer, float(x + w), float(y + h), &wwx, &why);
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rect.x = wx;
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rect.x = wx;
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rect.y = wy;
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rect.y = wy;
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rect.w = wwx - wx;
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rect.w = wwx - wx;
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