fix(jui): use the same iggy scalings for java UI

This commit is contained in:
Sally Knight 2026-03-24 06:59:49 +03:00
parent 032e56a47a
commit 3310481ca3
3 changed files with 2 additions and 12 deletions

View file

@ -2372,13 +2372,9 @@ void Minecraft::resize(int width, int height) {
this->height = height;
if (screen != NULL) {
#ifdef _ENABLEIGGY
// 4jcraft: use adjusted logical width instead of raw width for correct
// screen size calculation.
ScreenSizeCalculator ssc(options, this->width, height);
#else
ScreenSizeCalculator ssc(options, width, height);
#endif
int screenWidth = ssc.getWidth();
int screenHeight = ssc.getHeight();
// screen->init(this, screenWidth, screenHeight); // 4J -

View file

@ -884,13 +884,11 @@ return -1;
app.InitialiseTips();
while (!RenderManager.ShouldClose()) {
RenderManager.StartFrame();
#ifdef _ENABLEIGGY
if (pMinecraft->pollResize()) {
int fbw, fbh;
RenderManager.GetFramebufferSize(fbw, fbh);
ui.setScreenSize(fbw, fbh);
}
#endif
app.UpdateTime();
PIXBeginNamedEvent(0, "Input manager tick");
InputManager.Tick();

View file

@ -1050,8 +1050,8 @@ void GameRenderer::render(float a, bool bFirst) {
ScreenSizeCalculator ssc(mc->options, mc->width, mc->height);
int screenWidth = ssc.getWidth();
int screenHeight = ssc.getHeight();
int xMouse = Mouse::getX() * screenWidth / mc->width;
int yMouse = screenHeight - Mouse::getY() * screenHeight / mc->height - 1;
int xMouse = InputManager.GetMouseX() * screenWidth / mc->width;
int yMouse = InputManager.GetMouseY() * screenHeight / mc->height - 1;
int maxFps = getFpsCap(mc->options->framerateLimit);
@ -1837,13 +1837,9 @@ void GameRenderer::setupGuiScreen(int forceScale /*=-1*/) {
int fbw, fbh;
RenderManager.GetFramebufferSize(fbw, fbh);
#ifdef _ENABLEIGGY
// 4jcraft: use actual framebuffer dimensions instead of mc->width/height
// to ensure GUI scales correctly after a window resize.
ScreenSizeCalculator ssc(mc->options, fbw, fbh, forceScale);
#else
ScreenSizeCalculator ssc(mc->options, mc->width, mc->height, forceScale);
#endif
glClear(GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();