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Fix: Improve stream window resizing logic
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@ -1347,26 +1347,23 @@ void Session::getWindowDimensions(int& x, int& y,
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SDL_Rect usableBounds;
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if (SDL_GetDisplayUsableBounds(displayIndex, &usableBounds) == 0) {
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// Don't use more than 80% of the display to leave room for system UI
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// and ensure the target size is not odd (otherwise one of the sides
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// of the image will have a one-pixel black bar next to it).
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// If the stream resolution fits within the usable display area, use it directly
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if (m_StreamConfig.width <= usableBounds.w &&
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m_StreamConfig.height <= usableBounds.h) {
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width = m_StreamConfig.width;
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height = m_StreamConfig.height;
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} else {
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// Otherwise, use 80% of usable bounds and preserve aspect ratio
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SDL_Rect src, dst;
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src.x = src.y = dst.x = dst.y = 0;
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src.w = m_StreamConfig.width;
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src.h = m_StreamConfig.height;
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dst.w = ((int)SDL_ceilf(usableBounds.w * 0.80f) & ~0x1);
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dst.h = ((int)SDL_ceilf(usableBounds.h * 0.80f) & ~0x1);
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// Scale the window size while preserving aspect ratio
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dst.w = ((int)(usableBounds.w * 0.80f)) & ~0x1; // even width
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dst.h = ((int)(usableBounds.h * 0.80f)) & ~0x1; // even height
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StreamUtils::scaleSourceToDestinationSurface(&src, &dst);
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// If the stream window can fit within the usable drawing area with 1:1
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// scaling, do that rather than filling the screen.
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if (m_StreamConfig.width < dst.w && m_StreamConfig.height < dst.h) {
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width = m_StreamConfig.width;
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height = m_StreamConfig.height;
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}
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else {
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width = dst.w;
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height = dst.h;
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}
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