Renderer logical size is now implemented as a render target

This fixes rounding errors with coordinate scaling and gives more flexibility in the presentation, as well as making it easy to maintain device independent resolution as windows move between different pixel density displays.

By default when a renderer is created, it will match the window size so window coordinates and render coordinates are 1-1.

Mouse and touch events are no longer filtered to change their coordinates, instead you can call SDL_ConvertEventToRenderCoordinates() to explicitly map event coordinates into the rendering viewport.

SDL_RenderWindowToLogical() and SDL_RenderLogicalToWindow() have been renamed SDL_RenderCoordinatesFromWindow() and SDL_RenderCoordinatesToWindow() and take floating point coordinates in both directions.

The viewport, clipping state, and scale for render targets are now persistent and will remain set whenever they are active.
This commit is contained in:
Sam Lantinga 2023-02-03 12:25:46 -08:00
parent 93fc72a405
commit dcd17f5473
28 changed files with 1113 additions and 910 deletions

View file

@ -77,6 +77,8 @@ typedef struct
int window_maxH;
int logical_w;
int logical_h;
SDL_RendererLogicalPresentation logical_presentation;
SDL_ScaleMode logical_scale_mode;
float scale;
int depth;
float refresh_rate;