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Enabling highdpi mode on an iPhone 6 Plus should now create a 1080x1920 OpenGL view, rather than 1242x2208 (414x736@3x.)
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@ -189,12 +189,19 @@ UIKit_GetDisplayModes(_THIS, SDL_VideoDisplay * display)
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SDL_bool addRotation = (data.uiscreen == [UIScreen mainScreen]);
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CGFloat scale = data.uiscreen.scale;
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#ifdef __IPHONE_8_0
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/* The UIScreenMode of an iPhone 6 Plus should be 1080x1920 rather than
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* 1242x2208 (414x736@3x), so we should use the native scale. */
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if ([data.uiscreen respondsToSelector:@selector(nativeScale)]) {
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scale = data.uiscreen.nativeScale;
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}
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#endif
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for (UIScreenMode *uimode in [data.uiscreen availableModes]) {
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/* The size of a UIScreenMode is in pixels, but we deal exclusively in
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* points (except in SDL_GL_GetDrawableSize.) */
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CGSize size = [uimode size];
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int w = (int)(size.width / scale);
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int h = (int)(size.height / scale);
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/* The size of a UIScreenMode is in pixels, but we deal exclusively
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* in points (except in SDL_GL_GetDrawableSize.) */
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int w = (int)(uimode.size.width / scale);
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int h = (int)(uimode.size.height / scale);
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/* Make sure the width/height are oriented correctly */
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if (isLandscape != (w > h)) {
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@ -121,12 +121,19 @@ UIKit_GL_CreateContext(_THIS, SDL_Window * window)
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CGFloat scale = 1.0;
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if (window->flags & SDL_WINDOW_ALLOW_HIGHDPI) {
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/* Set the scale to the natural scale factor of the screen - the backing
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dimensions of the OpenGL view will match the pixel dimensions of the
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screen rather than the dimensions in points.
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/* Set the scale to the natural scale factor of the screen - the
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backing dimensions of the OpenGL view will match the pixel
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dimensions of the screen rather than the dimensions in points.
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*/
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#ifdef __IPHONE_8_0
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if ([uiwindow.screen respondsToSelector:@selector(nativeScale)]) {
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scale = uiwindow.screen.nativeScale;
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} else
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#endif
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{
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scale = uiwindow.screen.scale;
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}
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}
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if (_this->gl_config.share_with_current_context) {
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EAGLContext *context = (__bridge EAGLContext *) SDL_GL_GetCurrentContext();
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