Refactor scissor test handling for macOS and others
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43
src/rcore.c
43
src/rcore.c
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@ -1093,27 +1093,40 @@ void BeginScissorMode(int x, int y, int width, int height)
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rlEnableScissorTest();
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#if !defined(__APPLE__)
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if (!CORE.Window.usingFbo &&
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(CORE.Window.screen.width > 0) && (CORE.Window.screen.height > 0))
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#if defined(__APPLE__)
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// macOS: keep existing behavior (native scaling behavior differs)
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if (!CORE.Window.usingFbo)
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{
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const float sx = (float)CORE.Window.currentFbo.width/(float)CORE.Window.screen.width;
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const float sy = (float)CORE.Window.currentFbo.height/(float)CORE.Window.screen.height;
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if ((sx != 1.0f) || (sy != 1.0f))
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{
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rlScissor((int)(x*sx),
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(int)(CORE.Window.currentFbo.height - (y + height)*sy),
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(int)(width*sx),
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(int)(height*sy));
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}
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else rlScissor(x, CORE.Window.currentFbo.height - (y + height), width, height);
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Vector2 scale = GetWindowScaleDPI();
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rlScissor((int)(x*scale.x),
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(int)(GetScreenHeight()*scale.y - (((y + height)*scale.y))),
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(int)(width*scale.x),
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(int)(height*scale.y));
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}
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#endif
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else
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{
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rlScissor(x, CORE.Window.currentFbo.height - (y + height), width, height);
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}
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#else
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// Non-Apple: scissor is in framebuffer pixels, but API coords are logical screen coords.
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// Use the actual framebuffer-to-window ratio (works for Wayland fractional scaling even when HIGHDPI flag is off).
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if (!CORE.Window.usingFbo &&
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(CORE.Window.screen.width > 0) && (CORE.Window.screen.height > 0) &&
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(CORE.Window.currentFbo.width > 0) && (CORE.Window.currentFbo.height > 0))
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{
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const float sx = (float)CORE.Window.currentFbo.width/(float)CORE.Window.screen.width;
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const float sy = (float)CORE.Window.currentFbo.height/(float)CORE.Window.screen.height;
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rlScissor((int)(x*sx),
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(int)(CORE.Window.currentFbo.height - (y + height)*sy),
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(int)(width*sx),
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(int)(height*sy));
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}
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else
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{
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rlScissor(x, CORE.Window.currentFbo.height - (y + height), width, height);
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}
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#endif
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}
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// End scissor mode
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