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@@ -271,7 +271,7 @@ static int UIKit_AddSingleDisplayMode(SDL_VideoDisplay *display, int w, int h,
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mode.pixel_w = w;
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mode.pixel_h = h;
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- mode.display_scale = uiscreen.scale;
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+ mode.display_scale = uiscreen.nativeScale;
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mode.refresh_rate = UIKit_GetDisplayModeRefreshRate(uiscreen);
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mode.format = SDL_PIXELFORMAT_ABGR8888;
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@@ -300,10 +300,32 @@ static int UIKit_AddDisplayMode(SDL_VideoDisplay *display, int w, int h,
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return 0;
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}
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+static CGSize GetUIScreenModePixelSize(UIScreen *uiscreen, UIScreenMode *mode)
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+{
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+ /* For devices such as iPhone 6/7/8 Plus, the UIScreenMode reported by iOS
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+ * isn't the physical pixels of the display, but rather the point size times
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+ * the scale. For example, on iOS 12.2 on iPhone 8 Plus the physical pixel
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+ * resolution is 1080x1920, the size reported by mode.size is 1242x2208,
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+ * the size in points is 414x736, the scale property is 3.0, and the
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+ * nativeScale property is ~2.6087 (ie 1920.0 / 736.0). So we need a bit of
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+ * math to convert from retina pixels (point size multiplied by scale) to
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+ * real pixels.
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+ * Note that the iOS Simulator doesn't have this behavior for those devices.
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+ * https://github.com/libsdl-org/SDL/issues/3220
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+ */
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+ CGSize size = mode.size;
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+ CGFloat scale = uiscreen.nativeScale / uiscreen.scale;
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+
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+ size.width = SDL_round(size.width * scale);
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+ size.height = SDL_round(size.height * scale);
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+
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+ return size;
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+}
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+
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int UIKit_AddDisplay(UIScreen *uiscreen, SDL_bool send_event)
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{
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UIScreenMode *uiscreenmode = uiscreen.currentMode;
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- CGSize size = uiscreenmode.size;
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+ CGSize size = GetUIScreenModePixelSize(uiscreen, uiscreenmode);
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SDL_VideoDisplay display;
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SDL_DisplayMode mode;
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@@ -406,8 +428,9 @@ void UIKit_GetDisplayModes(_THIS, SDL_VideoDisplay *display)
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#endif
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for (UIScreenMode *uimode in availableModes) {
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- int w = uimode.size.width;
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- int h = uimode.size.height;
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+ CGSize size = GetUIScreenModePixelSize(data.uiscreen, uimode);
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+ int w = size.width;
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+ int h = size.height;
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/* Make sure the width/height are oriented correctly */
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if (isLandscape != (w > h)) {
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