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synced 2026-08-18 11:44:15 +02:00
Implemented love.window.getPixelScale for Android. Fullscreen windows now use Android's 'immersive mode'.
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@@ -23,6 +23,10 @@
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#include "graphics/Graphics.h"
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#include "Window.h"
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#ifdef LOVE_ANDROID
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#include "common/android.h"
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#endif
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// C++
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#include <iostream>
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#include <vector>
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@@ -392,6 +396,11 @@ bool Window::setWindow(int width, int height, WindowSettings *settings)
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Uint32 sdlflags = SDL_WINDOW_OPENGL;
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// On Android we always must have fullscreen type FULLSCREEN_TYPE_DESKTOP
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#ifdef LOVE_ANDROID
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f.fstype = FULLSCREEN_DESKTOP;
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#endif
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if (f.fullscreen)
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{
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if (f.fstype == FULLSCREEN_DESKTOP)
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@@ -471,6 +480,10 @@ bool Window::setWindow(int width, int height, WindowSettings *settings)
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if (gfx != nullptr)
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gfx->setMode(curMode.pixelwidth, curMode.pixelheight);
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#ifdef LOVE_ANDROID
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love::android::setImmersive(f.fullscreen);
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#endif
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return true;
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}
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@@ -515,6 +528,10 @@ void Window::updateSettings(const WindowSettings &newsettings)
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curMode.settings.fstype = newsettings.fstype;
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}
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#ifdef LOVE_ANDROID
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curMode.settings.fullscreen = love::android::getImmersive();
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#endif
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// The min width/height is set to 0 internally in SDL when in fullscreen.
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if (curMode.settings.fullscreen)
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{
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@@ -619,6 +636,10 @@ bool Window::setFullscreen(bool fullscreen, Window::FullscreenType fstype)
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}
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}
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#ifdef LOVE_ANDROID
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love::android::setImmersive(fullscreen);
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#endif
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if (SDL_SetWindowFullscreen(window, sdlflags) == 0)
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{
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SDL_GL_MakeCurrent(window, context);
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@@ -886,8 +907,11 @@ void Window::pixelToWindowCoords(double *x, double *y) const
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double Window::getPixelScale() const
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{
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// TODO: Return the density display metric on Android.
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#ifdef LOVE_ANDROID
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return love::android::getScreenScale();
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#else
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return (double) curMode.pixelheight / (double) curMode.height;
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#endif
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}
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double Window::toPixels(double x) const
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