Adds GetCurrentFrameBuffertSize to allow client code to determine the current rendering size.
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@ -1429,6 +1429,12 @@ int GetScreenHeight(void)
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return CORE.Window.screen.height;
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return CORE.Window.screen.height;
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}
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}
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// Get width and height of the current rendering context (screen or texture)
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Vector2 GetCurrentFrameBuffertSize()
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{
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return (Vector2) { (float)CORE.Window.currentFbo.width, (float)CORE.Window.currentFbo.height };
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}
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// Get native window handle
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// Get native window handle
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void *GetWindowHandle(void)
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void *GetWindowHandle(void)
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{
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{
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@ -918,6 +918,7 @@ RLAPI void SetWindowSize(int width, int height); // Set window
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RLAPI void *GetWindowHandle(void); // Get native window handle
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RLAPI void *GetWindowHandle(void); // Get native window handle
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RLAPI int GetScreenWidth(void); // Get current screen width
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RLAPI int GetScreenWidth(void); // Get current screen width
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RLAPI int GetScreenHeight(void); // Get current screen height
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RLAPI int GetScreenHeight(void); // Get current screen height
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RLAPI Vector2 GetCurrentFrameBuffertSize(); // Get width and height of the current rendering context (screen or texture)
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RLAPI int GetMonitorCount(void); // Get number of connected monitors
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RLAPI int GetMonitorCount(void); // Get number of connected monitors
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RLAPI int GetCurrentMonitor(void); // Get current connected monitor
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RLAPI int GetCurrentMonitor(void); // Get current connected monitor
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RLAPI Vector2 GetMonitorPosition(int monitor); // Get specified monitor position
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RLAPI Vector2 GetMonitorPosition(int monitor); // Get specified monitor position
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