Working on portrait mode
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@@ -38,14 +38,10 @@ void MainLoop() {
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#ifdef EMSCRIPTEN
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EM_BOOL onWebGLContextLost(int /*eventType*/, const void* /*reserved*/, void* /*userData*/) {
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//delete g_game;
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//g_game = nullptr;
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return EM_TRUE;
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}
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EM_BOOL onWebGLContextRestored(int /*eventType*/, const void* /*reserved*/, void* /*userData*/) {
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//g_game = new ZL::Game();
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//g_game->setup();
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return EM_TRUE;
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}
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@@ -235,8 +231,8 @@ int main(int argc, char *argv[]) {
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{
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constexpr int CONST_WIDTH = 1280;
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constexpr int CONST_HEIGHT = 720;
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constexpr int CONST_WIDTH = ZL::Environment::CONST_DEFAULT_WIDTH;
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constexpr int CONST_HEIGHT = ZL::Environment::CONST_DEFAULT_HEIGHT;
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ZL::Environment::width = CONST_WIDTH;
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ZL::Environment::height = CONST_HEIGHT;
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@@ -250,16 +246,9 @@ int main(int argc, char *argv[]) {
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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#ifdef FULLSCREEN
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// Match the desktop's current resolution so the framebuffer matches
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// the screen and we don't force a video mode change.
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/*SDL_DisplayMode dm;
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if (SDL_GetCurrentDisplayMode(0, &dm) == 0) {
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ZL::Environment::width = dm.w;
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ZL::Environment::height = dm.h;
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}*/
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const Uint32 windowFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_FULLSCREEN_DESKTOP;
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#else
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const Uint32 windowFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI;
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const Uint32 windowFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI | SDL_WINDOW_RESIZABLE;
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#endif
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ZL::Environment::window = SDL_CreateWindow(
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