Searched refs:logical_w (Results 1 – 4 of 4) sorted by relevance
124 if (renderer->logical_w) { in SDL_RendererEventWatch()170 if (renderer->logical_w && window == renderer->window) { in SDL_RendererEventWatch()189 if (renderer->logical_w && window == renderer->window) { in SDL_RendererEventWatch()1094 renderer->logical_w_backup = renderer->logical_w; in SDL_SetRenderTarget()1112 renderer->logical_w = texture->w; in SDL_SetRenderTarget()1119 renderer->logical_w = renderer->logical_w_backup; in SDL_SetRenderTarget()1148 if (!renderer->logical_w || !renderer->logical_h) { in UpdateLogicalSize()1155 want_aspect = (float)renderer->logical_w / renderer->logical_h; in UpdateLogicalSize()1163 scale = (float)(w / renderer->logical_w); in UpdateLogicalSize()1167 viewport.w = (int)SDL_ceil(renderer->logical_w * scale); in UpdateLogicalSize()[all …]
133 int logical_w; member
72 int logical_w; member
323 state->logical_w = SDL_atoi(w); in SDLTest_CommonArg()909 if (state->logical_w && state->logical_h) { in SDLTest_CommonInit()910 … SDL_RenderSetLogicalSize(state->renderers[i], state->logical_w, state->logical_h); in SDLTest_CommonInit()