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iOS can use any resolution

This commit is contained in:
Andrey Filipenkov 2022-09-26 16:59:59 +03:00
parent 063f80fac3
commit 76b36b8951
2 changed files with 6 additions and 0 deletions

View File

@ -562,14 +562,18 @@ void CSystemOptionsWindow::selectGameRes()
std::vector<std::string> items;
const JsonNode & texts = CGI->generaltexth->localizedTexts["systemOptions"]["resolutionMenu"];
#ifndef VCMI_IOS
SDL_Rect displayBounds;
SDL_GetDisplayBounds(std::max(0, SDL_GetWindowDisplayIndex(mainWindow)), &displayBounds);
#endif
for(const auto & it : conf.guiOptions)
{
const auto & resolution = it.first;
#ifndef VCMI_IOS
if(displayBounds.w < resolution.first || displayBounds.h < resolution.second)
continue;
#endif
std::string resX = boost::lexical_cast<std::string>(resolution.first);
std::string resY = boost::lexical_cast<std::string>(resolution.second);

View File

@ -137,8 +137,10 @@ void CSettingsView::fillValidResolutionsForScreen(int screenIndex)
continue;
const QSize resolution{widthValue.toInt(), heightValue.toInt()};
#ifndef VCMI_IOS
if(screenSize.width() < resolution.width() || screenSize.height() < resolution.height())
continue;
#endif
ui->comboBoxResolution->addItem(resolutionToString(resolution));
}