Fix scissor test when screen scaling is on
Use full screen for gui settings
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@ -857,7 +857,7 @@ static bool RenderFrame()
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// Add x offset for aspect ratio > 4/3
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min_x = min_x * dc2s_scale_h + ds2s_offs_x;
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// Invert y coordinates when rendering to screen
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min_y = screen_height - (min_y + height) * dc2s_scale_h;
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min_y = screen_height * screen_scaling - (min_y + height) * dc2s_scale_h;
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width *= dc2s_scale_h;
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height *= dc2s_scale_h;
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@ -1896,7 +1896,7 @@ bool RenderFrame()
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// Add x offset for aspect ratio > 4/3
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min_x = min_x * dc2s_scale_h + ds2s_offs_x;
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// Invert y coordinates when rendering to screen
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min_y = screen_height - (min_y + height) * dc2s_scale_h;
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min_y = screen_height * screen_scaling - (min_y + height) * dc2s_scale_h;
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width *= dc2s_scale_h;
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height *= dc2s_scale_h;
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@ -540,12 +540,9 @@ static void gui_display_settings()
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if (!settings_opening)
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ImGui_ImplOpenGL3_DrawBackground();
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ImGui::SetNextWindowPos(ImVec2(screen_width / 2.f, screen_height / 2.f), ImGuiCond_Always, ImVec2(0.5f, 0.5f));
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if (scaling < 1.5f)
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ImGui::SetNextWindowSize(ImVec2(screen_height / 480.f * 640.f * 90.f / 100.f, screen_height * 90.f / 100.f));
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else
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// Use the entire screen width
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ImGui::SetNextWindowSize(ImVec2(screen_width * 90.f / 100.f, screen_height * 90.f / 100.f));
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ImGui::SetNextWindowPos(ImVec2(0, 0));
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ImGui::SetNextWindowSize(ImVec2(screen_width, screen_height));
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ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0);
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ImGui::Begin("Settings", NULL, /*ImGuiWindowFlags_AlwaysAutoResize |*/ ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse);
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ImVec2 normal_padding = ImGui::GetStyle().FramePadding;
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@ -887,6 +884,7 @@ static void gui_display_settings()
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}
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ImGui::PopStyleVar();
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ImGui::End();
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ImGui::PopStyleVar();
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData(), false);
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