Searched refs:logical_h (Results 1 – 4 of 4) sorted by relevance
1095 renderer->logical_h_backup = renderer->logical_h; in SDL_SetRenderTarget()1113 renderer->logical_h = texture->h; in SDL_SetRenderTarget()1120 renderer->logical_h = renderer->logical_h_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()1165 scale = (float)(h / renderer->logical_h); in UpdateLogicalSize()1169 viewport.h = (int)SDL_ceil(renderer->logical_h * scale); in UpdateLogicalSize()1182 viewport.h = (int)SDL_ceil(renderer->logical_h * scale); in UpdateLogicalSize()1187 scale = (float)h / renderer->logical_h; in UpdateLogicalSize()1209 renderer->logical_h = 0; in SDL_RenderSetLogicalSize()[all …]
134 int logical_h; member
73 int logical_h; member
324 state->logical_h = SDL_atoi(h); 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()