Working on portrait mode

This commit is contained in:
Vladislav Khorev committed 2026-06-25 12:13:02 +03:00
1 parent b8d79c7b7b
commit 6b39cfca3b
5 files changed
+162 -27

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+3 -14
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@@ -38,14 +38,10 @@ void MainLoop() {
#ifdef EMSCRIPTEN
EM_BOOL onWebGLContextLost(int /*eventType*/, const void* /*reserved*/, void* /*userData*/) {
//delete g_game;
//g_game = nullptr;
return EM_TRUE;
}
EM_BOOL onWebGLContextRestored(int /*eventType*/, const void* /*reserved*/, void* /*userData*/) {
//g_game = new ZL::Game();
//g_game->setup();
return EM_TRUE;
}
@@ -235,8 +231,8 @@ int main(int argc, char *argv[]) {
{
constexpr int CONST_WIDTH = 1280;
constexpr int CONST_HEIGHT = 720;
constexpr int CONST_WIDTH = ZL::Environment::CONST_DEFAULT_WIDTH;
constexpr int CONST_HEIGHT = ZL::Environment::CONST_DEFAULT_HEIGHT;
ZL::Environment::width = CONST_WIDTH;
ZL::Environment::height = CONST_HEIGHT;
@@ -250,16 +246,9 @@ int main(int argc, char *argv[]) {
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
#ifdef FULLSCREEN
// Match the desktop's current resolution so the framebuffer matches
// the screen and we don't force a video mode change.
/*SDL_DisplayMode dm;
if (SDL_GetCurrentDisplayMode(0, &dm) == 0) {
ZL::Environment::width = dm.w;
ZL::Environment::height = dm.h;
}*/
const Uint32 windowFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_FULLSCREEN_DESKTOP;
#else
const Uint32 windowFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI;
const Uint32 windowFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI | SDL_WINDOW_RESIZABLE;
#endif
ZL::Environment::window = SDL_CreateWindow(