Use out var syntax
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@@ -167,16 +167,14 @@ namespace OpenRA.Platforms.Default
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if (videoDisplay < 0 || videoDisplay >= DisplayCount)
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videoDisplay = 0;
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SDL.SDL_DisplayMode display;
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SDL.SDL_GetCurrentDisplayMode(videoDisplay, out display);
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SDL.SDL_GetCurrentDisplayMode(videoDisplay, out var display);
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// Windows and Linux define window sizes in native pixel units.
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// Query the display/dpi scale so we can convert our requested effective size to pixels.
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// This is not necessary on macOS, which defines window sizes in effective units ("points").
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if (Platform.CurrentPlatform == PlatformType.Windows)
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{
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float ddpi, hdpi, vdpi;
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if (SDL.SDL_GetDisplayDPI(videoDisplay, out ddpi, out hdpi, out vdpi) == 0)
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if (SDL.SDL_GetDisplayDPI(videoDisplay, out var ddpi, out var hdpi, out var vdpi) == 0)
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windowScale = ddpi / 96;
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}
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else if (Platform.CurrentPlatform != PlatformType.OSX)
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@@ -195,9 +193,8 @@ namespace OpenRA.Platforms.Default
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var p = Process.Start(psi);
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var lines = p.StandardOutput.ReadToEnd().Split('\n');
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int dpi;
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foreach (var line in lines)
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if (line.StartsWith("Xft.dpi") && int.TryParse(line.Substring(8), out dpi))
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if (line.StartsWith("Xft.dpi") && int.TryParse(line.Substring(8), out var dpi))
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windowScale = dpi / 96f;
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}
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catch { }
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@@ -228,8 +225,7 @@ namespace OpenRA.Platforms.Default
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// (if dark mode is enabled) unless we drain the event queue before initializing GL
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if (Platform.CurrentPlatform == PlatformType.OSX)
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{
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SDL.SDL_Event e;
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while (SDL.SDL_PollEvent(out e) != 0)
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while (SDL.SDL_PollEvent(out var e) != 0)
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{
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// We can safely ignore all mouse/keyboard events and window size changes
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// (these will be caught in the window setup below), but do need to process focus
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@@ -254,9 +250,7 @@ namespace OpenRA.Platforms.Default
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{
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// OSX defines the window size in "points", with a device-dependent number of pixels per point.
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// The window scale is simply the ratio of GL pixels / window points.
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int width, height;
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SDL.SDL_GL_GetDrawableSize(Window, out width, out height);
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SDL.SDL_GL_GetDrawableSize(Window, out var width, out var height);
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surfaceSize = new Size(width, height);
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windowScale = width * 1f / windowSize.Width;
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}
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@@ -282,8 +276,7 @@ namespace OpenRA.Platforms.Default
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// This is usually not what the player wants, but is the best we can consistently do.
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if (Platform.CurrentPlatform == PlatformType.OSX)
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{
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int width, height;
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SDL.SDL_GetWindowSize(Window, out width, out height);
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SDL.SDL_GetWindowSize(Window, out var width, out var height);
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windowSize = surfaceSize = new Size(width, height);
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windowScale = 1;
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}
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@@ -380,8 +373,7 @@ namespace OpenRA.Platforms.Default
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{
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if (mode)
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{
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int x, y;
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SDL.SDL_GetMouseState(out x, out y);
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SDL.SDL_GetMouseState(out var x, out var y);
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lockedMousePosition = new int2(x, y);
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}
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else
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@@ -399,8 +391,7 @@ namespace OpenRA.Platforms.Default
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// We need to recalculate our scale to account for the potential change in the actual rendered area
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if (Platform.CurrentPlatform == PlatformType.OSX)
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{
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int width, height;
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SDL.SDL_GL_GetDrawableSize(Window, out width, out height);
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SDL.SDL_GL_GetDrawableSize(Window, out var width, out var height);
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if (width != SurfaceSize.Width || height != SurfaceSize.Height)
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{
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