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.
This commit is contained in:
dhewg 2011-02-23 20:35:27 +01:00
parent 867fa2696d
commit d8acbc0311

View File

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