shithub: choc

Download patch

ref: 073465c31d1cbdd42685c79b35f738bb385592d3
parent: 5ff1698982eb861a55031de14654a195a6895006
author: Mike Swanson <mikeonthecomputer@gmail.com>
date: Sat Mar 17 21:08:56 EDT 2018

video: Don't enforce an 8:5 ratio when correction is not enabled.

As outlined in #968, this removes the 8:5 ratio in both fullscreen
and windowed modes, allowing the game screen to scale to any arbitrary
resolution or window size, no black borders visible!

--- a/src/i_video.c
+++ b/src/i_video.c
@@ -290,16 +290,19 @@
 // ratio consistent with the aspect_ratio_correct variable.
 static void AdjustWindowSize(void)
 {
-    if (window_width * actualheight <= window_height * SCREENWIDTH)
+    if (aspect_ratio_correct)
     {
-        // We round up window_height if the ratio is not exact; this leaves
-        // the result stable.
-        window_height = (window_width * actualheight + SCREENWIDTH - 1) / SCREENWIDTH;
+        if (window_width * actualheight <= window_height * SCREENWIDTH)
+        {
+            // We round up window_height if the ratio is not exact; this leaves
+            // the result stable.
+            window_height = (window_width * actualheight + SCREENWIDTH - 1) / SCREENWIDTH;
+        }
+        else
+        {
+            window_width = window_height * SCREENWIDTH / actualheight;
+        }
     }
-    else
-    {
-        window_width = window_height * SCREENWIDTH / actualheight;
-    }
 }
 
 static void HandleWindowEvent(SDL_WindowEvent *event)
@@ -1240,9 +1243,12 @@
     // time this also defines the aspect ratio that is preserved while scaling
     // and stretching the texture into the window.
 
-    SDL_RenderSetLogicalSize(renderer,
-                             SCREENWIDTH,
-                             actualheight);
+    if (aspect_ratio_correct)
+    {
+        SDL_RenderSetLogicalSize(renderer,
+                                 SCREENWIDTH,
+                                 actualheight);
+    }
 
     // Force integer scales for resolution-independent rendering.