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ANDROID: Deuglify overlay gfx
Use the native surface resolution of the device if its not too big. If it is, use a clean scale factor of 2 to prevent eyecancer.
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@ -121,9 +121,22 @@ void OSystem_Android::initSize(uint width, uint height,
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_game_texture->allocBuffer(width, height);
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// Cap at 320x200 or the ScummVM themes abort :/
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GLuint overlay_width = MIN(_egl_surface_width, 320);
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GLuint overlay_height = MIN(_egl_surface_height, 200);
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GLuint overlay_width = _egl_surface_width;
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GLuint overlay_height = _egl_surface_height;
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// the 'normal' theme layout uses a max height of 400 pixels. if the
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// surface is too big we use only a quarter of the size so that the widgets
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// don't get too small. if the surface height has less than 800 pixels, this
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// enforces the 'lowres' layout, which will be scaled back up by factor 2x,
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// but this looks way better than the 'normal' layout scaled by some
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// calculated factors
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if (overlay_height > 480) {
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overlay_width /= 2;
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overlay_height /= 2;
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}
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LOGI("overlay size is %ux%u", overlay_width, overlay_height);
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_overlay_texture->allocBuffer(overlay_width, overlay_height);
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// Don't know mouse size yet - it gets reallocated in
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