Have WindowPosition::Centered take scale_factor_override into account (#13949)

# Objective

Fixes #8916 

My game has a low resolution pixel art style, and I use
`.with_scale_factor_override()` to make the window larger.
`WindowPosition::Centered` doesn't work for me.

## Solution

If `scale_factor_override` is set, use that over `monitor.scale_factor`

## Testing

Tested on Windows 11 with an Nvidia GPU:

### Main

![image](https://github.com/bevyengine/bevy/assets/3324533/5f9ae90e-b65a-48d9-b601-117df8f08a28)

### This PR

![image](https://github.com/bevyengine/bevy/assets/3324533/cd860611-7b6a-4ae5-b690-28d9ba8ea6ad)
This commit is contained in:
Michael "Scott" McBee 2024-06-24 16:56:46 -04:00 committed by GitHub
parent 3a82d6784b
commit d48ebdf641
No known key found for this signature in database
GPG key ID: B5690EEEBB952194

View file

@ -379,9 +379,12 @@ pub fn winit_window_position(
if let Some(monitor) = maybe_monitor {
let screen_size = monitor.size();
// We use the monitors scale factor here since `WindowResolution.scale_factor` is
// not yet populated when windows are created during plugin setup.
let scale_factor = monitor.scale_factor();
let scale_factor = match resolution.scale_factor_override() {
Some(scale_factor_override) => scale_factor_override as f64,
// We use the monitors scale factor here since `WindowResolution.scale_factor` is
// not yet populated when windows are created during plugin setup.
None => monitor.scale_factor(),
};
// Logical to physical window size
let (width, height): (u32, u32) =