REMOVED: SetupFramebuffer(), most platforms do not need it any more

Kept only for platforms that could potentially need it
This commit is contained in:
Ray
2025-12-28 16:07:59 +01:00
parent da1a76604f
commit 37bc3f5012
5 changed files with 164 additions and 90 deletions

View File

@ -492,7 +492,6 @@ extern int InitPlatform(void); // Initialize platform (graphics, inputs
extern void ClosePlatform(void); // Close platform
static void InitTimer(void); // Initialize timer, hi-resolution if available (required by InitPlatform())
static void SetupFramebuffer(int width, int height); // Setup main framebuffer (required by InitPlatform())
static void SetupViewport(int width, int height); // Set viewport for a provided width and height
static void ScanDirectoryFiles(const char *basePath, FilePathList *list, const char *filter); // Scan all files and directories in a base path
@ -3827,84 +3826,6 @@ void SetupViewport(int width, int height)
rlLoadIdentity(); // Reset current matrix (modelview)
}
// Compute framebuffer size relative to screen size and display size
// NOTE: Global variables CORE.Window.render.width/CORE.Window.render.height and CORE.Window.renderOffset.x/CORE.Window.renderOffset.y can be modified
void SetupFramebuffer(int width, int height)
{
// Calculate CORE.Window.render.width and CORE.Window.render.height, we have the display size (input params) and the desired screen size (global var)
if ((CORE.Window.screen.width > CORE.Window.display.width) || (CORE.Window.screen.height > CORE.Window.display.height))
{
TRACELOG(LOG_WARNING, "DISPLAY: Downscaling required: Screen size (%ix%i) is bigger than display size (%ix%i)", CORE.Window.screen.width, CORE.Window.screen.height, CORE.Window.display.width, CORE.Window.display.height);
// Downscaling to fit display with border-bars
float widthRatio = (float)CORE.Window.display.width/(float)CORE.Window.screen.width;
float heightRatio = (float)CORE.Window.display.height/(float)CORE.Window.screen.height;
if (widthRatio <= heightRatio)
{
CORE.Window.render.width = CORE.Window.display.width;
CORE.Window.render.height = (int)round((float)CORE.Window.screen.height*widthRatio);
CORE.Window.renderOffset.x = 0;
CORE.Window.renderOffset.y = (CORE.Window.display.height - CORE.Window.render.height);
}
else
{
CORE.Window.render.width = (int)round((float)CORE.Window.screen.width*heightRatio);
CORE.Window.render.height = CORE.Window.display.height;
CORE.Window.renderOffset.x = (CORE.Window.display.width - CORE.Window.render.width);
CORE.Window.renderOffset.y = 0;
}
// Screen scaling required
float scaleRatio = (float)CORE.Window.render.width/(float)CORE.Window.screen.width;
CORE.Window.screenScale = MatrixScale(scaleRatio, scaleRatio, 1.0f);
// NOTE: We render to full display resolution!
// We just need to calculate above parameters for downscale matrix and offsets
CORE.Window.render.width = CORE.Window.display.width;
CORE.Window.render.height = CORE.Window.display.height;
TRACELOG(LOG_WARNING, "DISPLAY: Downscale matrix generated, content will be rendered at (%ix%i)", CORE.Window.render.width, CORE.Window.render.height);
}
else if ((CORE.Window.screen.width < CORE.Window.display.width) || (CORE.Window.screen.height < CORE.Window.display.height))
{
// Required screen size is smaller than display size
TRACELOG(LOG_INFO, "DISPLAY: Upscaling required: Screen size (%ix%i) smaller than display size (%ix%i)", CORE.Window.screen.width, CORE.Window.screen.height, CORE.Window.display.width, CORE.Window.display.height);
if ((CORE.Window.screen.width == 0) || (CORE.Window.screen.height == 0))
{
CORE.Window.screen.width = CORE.Window.display.width;
CORE.Window.screen.height = CORE.Window.display.height;
}
// Upscaling to fit display with border-bars
float displayRatio = (float)CORE.Window.display.width/(float)CORE.Window.display.height;
float screenRatio = (float)CORE.Window.screen.width/(float)CORE.Window.screen.height;
if (displayRatio <= screenRatio)
{
CORE.Window.render.width = CORE.Window.screen.width;
CORE.Window.render.height = (int)round((float)CORE.Window.screen.width/displayRatio);
CORE.Window.renderOffset.x = 0;
CORE.Window.renderOffset.y = (CORE.Window.render.height - CORE.Window.screen.height);
}
else
{
CORE.Window.render.width = (int)round((float)CORE.Window.screen.height*displayRatio);
CORE.Window.render.height = CORE.Window.screen.height;
CORE.Window.renderOffset.x = (CORE.Window.render.width - CORE.Window.screen.width);
CORE.Window.renderOffset.y = 0;
}
}
else
{
CORE.Window.render.width = CORE.Window.screen.width;
CORE.Window.render.height = CORE.Window.screen.height;
CORE.Window.renderOffset.x = 0;
CORE.Window.renderOffset.y = 0;
}
}
// Scan all files and directories in a base path
// WARNING: files.paths[] must be previously allocated and
// contain enough space to store all required paths