Fix windowMin/Max to screenMin/Max for android, drm, template (#3400)
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1 changed files with 20 additions and 22 deletions
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@ -281,7 +281,7 @@ void InitWindow(int width, int height, const char *title)
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InitGamepad(); // Gamepad init
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InitKeyboard(); // Keyboard init (stdin)
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//--------------------------------------------------------------
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TRACELOG(LOG_INFO, "PLATFORM: DRM: Application initialized successfully");
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}
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@ -517,15 +517,15 @@ void SetWindowMonitor(int monitor)
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// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE)
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void SetWindowMinSize(int width, int height)
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{
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CORE.Window.windowMin.width = width;
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CORE.Window.windowMin.height = height;
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CORE.Window.screenMin.width = width;
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CORE.Window.screenMin.height = height;
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}
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// Set window maximum dimensions (FLAG_WINDOW_RESIZABLE)
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void SetWindowMaxSize(int width, int height)
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{
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CORE.Window.windowMax.width = width;
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CORE.Window.windowMax.height = height;
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CORE.Window.screenMax.width = width;
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CORE.Window.screenMax.height = height;
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}
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// Set window dimensions
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@ -841,10 +841,10 @@ static bool InitGraphicsDevice(int width, int height)
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CORE.Window.screenScale = MatrixIdentity(); // No draw scaling required by default
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// Set the window minimum and maximum default values to 0
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CORE.Window.windowMin.width = 0;
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CORE.Window.windowMin.height = 0;
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CORE.Window.windowMax.width = 0;
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CORE.Window.windowMax.height = 0;
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CORE.Window.screenMin.width = 0;
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CORE.Window.screenMin.height = 0;
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CORE.Window.screenMax.width = 0;
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CORE.Window.screenMax.height = 0;
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// NOTE: Framebuffer (render area - CORE.Window.render.width, CORE.Window.render.height) could include black bars...
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// ...in top-down or left-right to match display aspect ratio (no weird scaling)
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