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Fix rendertarget size being saved as screensize #13313

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Mar 12, 2023
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13 changes: 7 additions & 6 deletions src/client/game.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1192,8 +1192,8 @@ void Game::run()
&& client->checkPrivilege("fast");
#endif

v2u32 previous_screen_size(g_settings->getU16("screen_w"),
g_settings->getU16("screen_h"));
core::dimension2du previous_screen_size(g_settings->getU16("screen_w"),
g_settings->getU16("screen_h"));

while (m_rendering_engine->run()
&& !(*kill || g_gamecallback->shutdown_requested
Expand All @@ -1217,16 +1217,17 @@ void Game::run()
}
}

const auto &current_screen_size = current_dynamic_info.render_target_size;
const core::dimension2du &current_screen_size =
RenderingEngine::get_video_driver()->getScreenSize();

// Verify if window size has changed and save it if it's the case
// Ensure evaluating settings->getBool after verifying screensize
// First condition is cheaper
if (previous_screen_size != current_screen_size &&
current_screen_size != irr::core::dimension2d<u32>(0,0) &&
current_screen_size != core::dimension2du(0, 0) &&
g_settings->getBool("autosave_screensize")) {
g_settings->setU16("screen_w", current_screen_size.X);
g_settings->setU16("screen_h", current_screen_size.Y);
g_settings->setU16("screen_w", current_screen_size.Width);
g_settings->setU16("screen_h", current_screen_size.Height);
previous_screen_size = current_screen_size;
}

Expand Down