+void HandleWindowEvent(WindowEvent *event)
+{
+ int subtype = event->event;
+
+ char *event_name =
+ (subtype == SDL_WINDOWEVENT_SHOWN ? "SDL_WINDOWEVENT_SHOWN" :
+ subtype == SDL_WINDOWEVENT_HIDDEN ? "SDL_WINDOWEVENT_HIDDEN" :
+ subtype == SDL_WINDOWEVENT_EXPOSED ? "SDL_WINDOWEVENT_EXPOSED" :
+ subtype == SDL_WINDOWEVENT_MOVED ? "SDL_WINDOWEVENT_MOVED" :
+ subtype == SDL_WINDOWEVENT_SIZE_CHANGED ? "SDL_WINDOWEVENT_SIZE_CHANGED" :
+ subtype == SDL_WINDOWEVENT_RESIZED ? "SDL_WINDOWEVENT_RESIZED" :
+ subtype == SDL_WINDOWEVENT_MINIMIZED ? "SDL_WINDOWEVENT_MINIMIZED" :
+ subtype == SDL_WINDOWEVENT_MAXIMIZED ? "SDL_WINDOWEVENT_MAXIMIZED" :
+ subtype == SDL_WINDOWEVENT_RESTORED ? "SDL_WINDOWEVENT_RESTORED" :
+ subtype == SDL_WINDOWEVENT_ENTER ? "SDL_WINDOWEVENT_ENTER" :
+ subtype == SDL_WINDOWEVENT_LEAVE ? "SDL_WINDOWEVENT_LEAVE" :
+ subtype == SDL_WINDOWEVENT_FOCUS_GAINED ? "SDL_WINDOWEVENT_FOCUS_GAINED" :
+ subtype == SDL_WINDOWEVENT_FOCUS_LOST ? "SDL_WINDOWEVENT_FOCUS_LOST" :
+ subtype == SDL_WINDOWEVENT_CLOSE ? "SDL_WINDOWEVENT_CLOSE" :
+ "(UNKNOWN)");
+
+ Error(ERR_DEBUG, "WINDOW EVENT: '%s', %ld, %ld",
+ event_name, event->data1, event->data2);
+
+ if (event->event == SDL_WINDOWEVENT_EXPOSED)
+ SDLRedrawWindow();
+
+#if 0
+ if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED)
+ {
+ // if game started in fullscreen mode, window will also get fullscreen size
+ if (!video.fullscreen_enabled && video.fullscreen_initial)
+ {
+ SDLSetWindowScaling(setup.window_scaling_percent);
+
+ // only do this correction once
+ video.fullscreen_initial = FALSE;
+ }
+ }
+#endif
+
+ if (event->event == SDL_WINDOWEVENT_RESIZED && !video.fullscreen_enabled)
+ {
+#if 1
+ int new_window_width = event->data1;
+ int new_window_height = event->data2;
+
+ printf("::: RESIZED from %d, %d to %d, %d\n",
+ video.window_width, video.window_height,
+ new_window_width, new_window_height);
+
+ // if window size has changed after resizing, calculate new scaling factor
+ if (new_window_width != video.window_width ||
+ new_window_height != video.window_height)
+ {
+ int new_xpercent = (100 * new_window_width / video.width);
+ int new_ypercent = (100 * new_window_height / video.height);
+
+ setup.window_scaling_percent = video.window_scaling_percent =
+ MIN(MAX(MIN_WINDOW_SCALING_PERCENT, MIN(new_xpercent, new_ypercent)),
+ MAX_WINDOW_SCALING_PERCENT);
+
+ video.window_width = new_window_width;
+ video.window_height = new_window_height;
+
+ printf("::: setup.window_scaling_percent set to %d\n",
+ setup.window_scaling_percent);
+ }
+#else
+ // prevent slightly wrong scaling factor due to rounding differences
+ float scaling_factor = (float)setup.window_scaling_percent / 100;
+ int old_xsize = (int)(scaling_factor * video.width);
+ int old_ysize = (int)(scaling_factor * video.height);
+ int new_xsize = event->data1;
+ int new_ysize = event->data2;
+
+ // window size is unchanged when going from fullscreen to window mode,
+ // but reverse calculation of scaling factor might result in a scaling
+ // factor that is slightly different due to rounding differences;
+ // therefore compare old/new window size and not old/new scaling factor
+ if (old_xsize != new_xsize ||
+ old_ysize != new_ysize)
+ {
+ int new_xpercent = (100 * new_xsize / video.width);
+ int new_ypercent = (100 * new_ysize / video.height);
+
+ setup.window_scaling_percent = MIN(new_xpercent, new_ypercent);
+
+ if (setup.window_scaling_percent < MIN_WINDOW_SCALING_PERCENT)
+ setup.window_scaling_percent = MIN_WINDOW_SCALING_PERCENT;
+ else if (setup.window_scaling_percent > MAX_WINDOW_SCALING_PERCENT)
+ setup.window_scaling_percent = MAX_WINDOW_SCALING_PERCENT;
+
+ printf("::: setup.window_scaling_percent set to %d\n",
+ setup.window_scaling_percent);
+ }
+#endif
+ }
+}
+