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Always show correct game resolution in settings, unaffected by scaling
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@@ -46,7 +46,7 @@ std::tuple<int, int> ScreenHandler::getSupportedScalingRange() const
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// arbitrary limit on *downscaling*. Allow some downscaling, if requested by user. Should be generally limited to 100+ for all but few devices
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static const double minimalScaling = 50;
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Point renderResolution = getActualRenderResolution();
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Point renderResolution = getRenderResolution();
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double reservedAreaWidth = settings["video"]["reservedWidth"].Float();
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Point availableResolution = Point(renderResolution.x * (1 - reservedAreaWidth), renderResolution.y);
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@@ -85,7 +85,7 @@ Rect ScreenHandler::convertLogicalPointsToWindow(const Rect & input) const
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Point ScreenHandler::getPreferredLogicalResolution() const
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{
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Point renderResolution = getActualRenderResolution();
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Point renderResolution = getRenderResolution();
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double reservedAreaWidth = settings["video"]["reservedWidth"].Float();
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Point availableResolution = Point(renderResolution.x * (1 - reservedAreaWidth), renderResolution.y);
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@@ -99,7 +99,7 @@ Point ScreenHandler::getPreferredLogicalResolution() const
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return logicalResolution;
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}
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Point ScreenHandler::getActualRenderResolution() const
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Point ScreenHandler::getRenderResolution() const
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{
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assert(mainRenderer != nullptr);
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