Added shadow, working on UI adapting
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@@ -259,7 +259,7 @@ int main(int argc, char *argv[]) {
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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;
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const Uint32 windowFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI;
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#endif
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ZL::Environment::window = SDL_CreateWindow(
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@@ -272,6 +272,16 @@ int main(int argc, char *argv[]) {
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SDL_GLContext ctx = SDL_GL_CreateContext(ZL::Environment::window);
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SDL_GL_MakeCurrent(ZL::Environment::window, ctx);
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// On HiDPI displays the drawable (physical) size is larger than the
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// logical window size. Use the drawable size so the GL framebuffer
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// covers every physical pixel and the image stays sharp.
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{
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int drawW, drawH;
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SDL_GL_GetDrawableSize(ZL::Environment::window, &drawW, &drawH);
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ZL::Environment::width = drawW;
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ZL::Environment::height = drawH;
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}
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game.setup();
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while (!game.shouldExit()) {
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