v3.2.1: fixed text not rendering at full res on macOS
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@@ -21,6 +21,7 @@
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package com.shatteredpixel.shatteredpixeldungeon.scenes;
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package com.shatteredpixel.shatteredpixeldungeon.scenes;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.Input;
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import com.badlogic.gdx.Input;
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import com.shatteredpixel.shatteredpixeldungeon.Assets;
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import com.shatteredpixel.shatteredpixeldungeon.Assets;
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import com.shatteredpixel.shatteredpixeldungeon.Badges;
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import com.shatteredpixel.shatteredpixeldungeon.Badges;
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@@ -323,8 +324,11 @@ public class PixelScene extends Scene {
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}
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}
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public static RenderedTextBlock renderTextBlock(String text, int size ){
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public static RenderedTextBlock renderTextBlock(String text, int size ){
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RenderedTextBlock result = new RenderedTextBlock( text, size*defaultZoom);
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//some systems (macOS mainly) require this back buffer check to ensure
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result.zoom(1/(float)defaultZoom);
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// that we're working with real pixels, not logical ones
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float scale = Game.width / (float)Gdx.graphics.getBackBufferWidth();
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RenderedTextBlock result = new RenderedTextBlock( text, size*Math.round(defaultZoom*scale));
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result.zoom(1/(float)Math.round(defaultZoom*scale));
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return result;
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return result;
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}
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}
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