feat(Windows64): use screen size instead of window size, fix exit game, fix oprhaned saves on exit without saving

This commit is contained in:
2026-08-11 20:27:34 -04:00
parent 0031cae3e3
commit 81d41a6a04
4 changed files with 10 additions and 9 deletions
@@ -406,7 +406,7 @@ BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
return FALSE;
}
ShowWindow(g_hWnd, nCmdShow);
ShowWindow(g_hWnd, (nCmdShow != SW_HIDE) ? SW_SHOWMAXIMIZED : nCmdShow);
UpdateWindow(g_hWnd);
return TRUE;
@@ -467,10 +467,9 @@ HRESULT InitDevice()
{
HRESULT hr = S_OK;
RECT rc;
GetClientRect( g_hWnd, &rc );
g_iScreenWidth = rc.right - rc.left;
g_iScreenHeight = rc.bottom - rc.top;
//str1k3r - use screen size instead of window size
g_iScreenWidth = GetSystemMetrics(SM_CXSCREEN);
g_iScreenHeight = GetSystemMetrics(SM_CYSCREEN);
//str1k3r - stop hardcoding size and just use the screens actual size
UINT width = g_iScreenWidth;
@@ -546,6 +545,7 @@ HRESULT InitDevice()
hr = g_pd3dDevice->CreateTexture2D(&descDepth, NULL, &g_pDepthStencilBuffer);
D3D11_DEPTH_STENCIL_VIEW_DESC descDSView;
ZeroMemory(&descDSView, sizeof(descDSView));
descDSView.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
descDSView.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
descDSView.Texture2D.MipSlice = 0;