119 asc_vec2u window_size = asc_active_window->dimensions; |
119 asc_vec2u window_size = asc_active_window->dimensions; |
120 asc_sprite_set_size(sprite, window_size); |
120 asc_sprite_set_size(sprite, window_size); |
121 } |
121 } |
122 |
122 |
123 static void main_scene_frame_scale(AscBehavior *behavior) { |
123 static void main_scene_frame_scale(AscBehavior *behavior) { |
124 // TODO: we cannot skip this behavior when window is resized, |
124 if (!asc_active_window->resized) return; |
125 // because the viewport is updated after executing all behaviors |
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126 // and then the resized flag is cleared already. |
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127 // A possible solution is to add something like a post-rendering behavior. |
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128 // Another solution would be a viewport-changed-event (once we implement events) |
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129 asc_ptr_cast(AscRectangle, frame, behavior->node); |
125 asc_ptr_cast(AscRectangle, frame, behavior->node); |
130 asc_rectangle_set_bounds(frame, MAIN_SCENE->camera.viewport); |
126 asc_rectangle_set_bounds(frame, MAIN_SCENE->camera.viewport); |
131 } |
127 } |
132 |
128 |
133 static void backdrop_create(void) { |
129 static void backdrop_create(void) { |