Remove recently added GetOpenGLScaleFactor()

It has become unnecessary after the previous commit, as now the generic
GetContentScaleFactor() can be used instead of it on all platforms, so
revert the changes of f6cc8ff52c (Add GetOpenGLScaleFactor() to abstract
OpenGL coordinates scaling, 2020-07-10).

See https://github.com/wxWidgets/wxWidgets/pull/1944

See #17391.
This commit is contained in:
Vadim Zeitlin
2020-07-18 23:51:05 +02:00
parent cd8b2d3096
commit 379e718a33
12 changed files with 6 additions and 50 deletions

View File

@@ -349,7 +349,7 @@ void TestGLCanvas::OnPaint(wxPaintEvent& WXUNUSED(event))
// multiple canvases: If we updated the viewport in the wxSizeEvent
// handler, changing the size of one canvas causes a viewport setting that
// is wrong when next another canvas is repainted.
const wxSize ClientSize = GetClientSize() * GetOpenGLScaleFactor();
const wxSize ClientSize = GetClientSize() * GetContentScaleFactor();
TestGLContext& canvas = wxGetApp().GetContext(this, m_useStereo);
glViewport(0, 0, ClientSize.x, ClientSize.y);

View File

@@ -280,7 +280,7 @@ void TestGLCanvas::OnSize(wxSizeEvent& event)
// This is OK here only because there is only one canvas that uses the
// context. See the cube sample for that case that multiple canvases are
// made current with one context.
const wxSize size = event.GetSize() * GetOpenGLScaleFactor();
const wxSize size = event.GetSize() * GetContentScaleFactor();
glViewport(0, 0, size.x, size.y);
}

View File

@@ -306,7 +306,7 @@ void TestGLCanvas::ResetProjectionMode()
// or more than one wxGLContext in the application.
SetCurrent(*m_glRC);
const wxSize ClientSize = GetClientSize() * GetOpenGLScaleFactor();
const wxSize ClientSize = GetClientSize() * GetContentScaleFactor();
// It's up to the application code to update the OpenGL viewport settings.
// In order to avoid extensive context switching, consider doing this in

View File

@@ -565,7 +565,7 @@ void MyGLCanvas::OnSize(wxSizeEvent& event)
SetCurrent(*m_oglContext);
// It's up to the application code to update the OpenGL viewport settings.
const wxSize size = event.GetSize() * GetOpenGLScaleFactor();
const wxSize size = event.GetSize() * GetContentScaleFactor();
m_winHeight = size.y;
m_oglManager->SetViewport(0, 0, size.x, m_winHeight);