Fix issue with SetWindowSize that caused drawing to fail after
resizing the window on a retina display.
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@ -739,6 +739,22 @@ void SetWindowSize(int width, int height)
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CORE.Window.screen.height = height;
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CORE.Window.screen.height = height;
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glfwSetWindowSize(platform.handle, width, height);
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glfwSetWindowSize(platform.handle, width, height);
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// Update render size and viewport to match new screen size immediately,
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// rather than waiting for the async FramebufferSizeCallback.
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if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIGHDPI))
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{
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Vector2 scaleDpi = GetWindowScaleDPI();
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CORE.Window.render.width = (int)(width*scaleDpi.x);
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CORE.Window.render.height = (int)(height*scaleDpi.y);
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}
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else
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{
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CORE.Window.render.width = width;
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CORE.Window.render.height = height;
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}
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CORE.Window.currentFbo = CORE.Window.render;
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SetupViewport(CORE.Window.render.width, CORE.Window.render.height);
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}
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}
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// Set window opacity, value opacity is between 0.0 and 1.0
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// Set window opacity, value opacity is between 0.0 and 1.0
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