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(iOS/OSX) Cleanups: don't use CGFloat (for OSX 10.4 backwards compatibility); use aple_gfx_ctx_get_native_scale for getting correct scale float size for iOS
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@ -512,18 +512,18 @@ static bool apple_gfx_ctx_get_metrics(void *data, enum display_metric_types type
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NSSize displayPixelSize = [[description objectForKey:NSDeviceSize] sizeValue];
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NSSize displayPixelSize = [[description objectForKey:NSDeviceSize] sizeValue];
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CGSize displayPhysicalSize = CGDisplayScreenSize(
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CGSize displayPhysicalSize = CGDisplayScreenSize(
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[[description objectForKey:@"NSScreenNumber"] unsignedIntValue]);
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[[description objectForKey:@"NSScreenNumber"] unsignedIntValue]);
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CGFloat displayWidth = displayPixelSize.width;
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float displayWidth = displayPixelSize.width;
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CGFloat displayHeight = displayPixelSize.height;
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float displayHeight = displayPixelSize.height;
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CGFloat physicalWidth = displayPhysicalSize.width;
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float physicalWidth = displayPhysicalSize.width;
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CGFloat physicalHeight = displayPhysicalSize.height;
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float physicalHeight = displayPhysicalSize.height;
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#elif defined(IOS)
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#elif defined(IOS)
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CGFloat scale = [UIScreen mainScreen].scale;
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float scale = apple_gfx_ctx_get_native_scale();
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CGRect screenRect = [[UIScreen mainScreen] bounds];
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CGRect screenRect = [[UIScreen mainScreen] bounds];
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CGFloat displayWidth = screenRect.size.width;
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float displayWidth = screenRect.size.width;
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CGFloat displayHeight = screenRect.size.height;
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float displayHeight = screenRect.size.height;
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CGFloat physicalWidth = screenRect.size.width * scale;
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float physicalWidth = screenRect.size.width * scale;
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CGFloat physicalHeight = screenRect.size.height * scale;
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float physicalHeight = screenRect.size.height * scale;
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#endif
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#endif
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(void)displayHeight;
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(void)displayHeight;
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