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questshock/android/engine-patches/10-android-no-window-resize.patch
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- AndroidManifest.xml: add android:screenOrientation="landscape" and a
<layout> defaultWidth/defaultHeight/minWidth/minHeight/gravity hint -
  Quest's Home shell otherwise defaults a freshly-launched 2D panel to a
  portrait shape, cropping the game's 4:3 640x480 content down to a
  sliver.
- The actual root cause of the remaining crop (game rendering into one
  corner of an otherwise correctly-sized panel), found via on-device
  logcat and the new diagnostics below rather than guesswork:
  ChangeScreenSize() (engine/src/MacSrc/ShockBitmap.c) calls
  SDL_SetWindowSize() whenever the game sets its video mode. That's a
  desktop-only operation in effect - Android has no SetWindowSize driver
  hook, so SDL's generic layer instead overwrites its own cached window
  size to the game's internal resolution (640x480) and synthesizes a
  resize event from that, desyncing SDL's notion of the window size from
  the real, unchanged Android surface (e.g. 1600x1200). Both SDL's own
  renderer viewport and the engine's custom GL viewport then scale
  against that corrupted cached size. 10-android-no-window-resize.patch
  skips the desktop-only SDL_SetWindowFullscreen/SetWindowSize/
  SetWindowPosition calls on Android, keeping the legitimate
  SDL_RenderSetLogicalSize/offscreen-bitmap setup.
- 06-android-resize-event.patch: also react to SDL_WINDOWEVENT_RESIZED
  in the engine's event loop, not just SIZE_CHANGED - Android's SDL video
  backend never sends SIZE_CHANGED for surface-driven resizes, only
  RESIZED, an independent gap worth closing regardless of the bug above.
- 08/09-android-logcat-*.patch: route the engine's existing log.c output
  (previously plain fprintf(stderr,...), never actually captured by
  logcat on this build) through __android_log_vprint instead, so every
  existing INFO/DEBUG/WARN/ERROR call site becomes visible for on-device
  debugging. This is what made the diagnostic below (and everything
  since) observable at all.
- 07-android-size-diagnostics.patch: one-time startup log comparing
  SDL_GetWindowSize/SDL_GL_GetDrawableSize/SDL_GetRendererOutputSize -
  the evidence that actually pinned down the SDL_SetWindowSize bug above.
- QuestShockActivity.java: add a diagnostic onSizeChanged() log on
  GameSurface, used to rule out a later Android-side panel relayout as
  the cause before finding the real one.
2026-07-24 06:31:18 +02:00

32 lines
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Diff

--- a/src/MacSrc/ShockBitmap.c
+++ b/src/MacSrc/ShockBitmap.c
@@ -42,11 +42,28 @@
SDL_RenderClear(renderer);
+#ifndef __ANDROID__
+ // On Android there's exactly one OS-controlled-size surface - no
+ // desktop-style window to resize, move, or toggle fullscreen on.
+ // SDL_SetWindowSize() still "succeeds" there (Android has no
+ // SetWindowSize driver hook, so SDL's generic layer just overwrites its
+ // own cached window->w/h to the requested game resolution, e.g.
+ // 640x480, and synthesizes a resize event from that) - which desyncs
+ // SDL's own notion of the window size from the real, unchanged Android
+ // surface size (e.g. 1600x1200), and that desync is exactly what then
+ // makes both SDL's internal renderer viewport and this engine's own
+ // custom GL viewport (OpenGL.cc's opengl_resize(), driven by that same
+ // now-wrong cached size) shrink to the game's resolution instead of
+ // filling the real surface - confirmed on-device via added logcat
+ // diagnostics (see android/engine-patches/07-09) showing the correct
+ // 1600x1200 size at startup, then this exact call sequence collapsing
+ // it to 640x480 the moment the splash screen sets its video mode.
extern bool fullscreenActive;
SDL_SetWindowFullscreen(window, fullscreenActive ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0);
SDL_SetWindowSize(window, width, height);
SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
+#endif
SDL_RenderSetLogicalSize(renderer, width, height);