REVIEWED: HIghDPI content scaling on macOS

This commit is contained in:
Ray 2026-02-15 15:02:04 +01:00
parent d01f158bd5
commit 059ebaa6ad

View File

@ -1655,25 +1655,29 @@ int InitPlatform(void)
Vector2 scaleDpi = GetWindowScaleDPI();
CORE.Window.render.width = (int)(CORE.Window.screen.width*scaleDpi.x);
CORE.Window.render.height = (int)(CORE.Window.screen.height*scaleDpi.y);
// NOTE: On APPLE platforms system should manage window/input scaling and also framebuffer scaling
// Framebuffer scaling is activated with: glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_TRUE);
// Get current framebuffer size, on high-dpi it could be bigger than screen size
//glfwGetFramebufferSize(platform.handle, &fbWidth, &fbHeight);
//TRACELOG(LOG_INFO, "DPI SCALING: %.2f, %.2f", scaleDpi.x, scaleDpi.y);
// Screen scaling matrix is required in case desired screen area is different from display area
CORE.Window.screenScale = MatrixScale(scaleDpi.x, scaleDpi.y, 1.0f);
// NOTE: On APPLE platforms system manage window and input scaling
// Framebuffer scaling is activated with: glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_TRUE);
// Screen scaling matrix is required in case desired screen area is different from display area
CORE.Window.screenScale = MatrixScale(scaleDpi.x, scaleDpi.y, 1.0f);
#if !defined(__APPLE__)
// Mouse input scaling for the new screen size
SetMouseScale(1.0f/scaleDpi.x, 1.0f/scaleDpi.y);
#endif
// Force window size (and framebuffer) refresh
glfwSetWindowSize(platform.handle, CORE.Window.render.width, CORE.Window.render.height);
#endif
}
else
{
CORE.Window.render = CORE.Window.screen;
CORE.Window.currentFbo = CORE.Window.render;
}
else CORE.Window.render = CORE.Window.screen;
// Current active framebuffer size is main framebuffer size
CORE.Window.currentFbo = CORE.Window.render;
TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully %s",
FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIGHDPI)? "(HighDPI)" : "");
@ -1681,6 +1685,7 @@ int InitPlatform(void)
TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height);
TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height);
TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y);
//TRACELOG(LOG_INFO, " > Content Scaling: %.2f, %.2f", scaleDpi.x, scaleDpi.y);
// Try to center window on screen but avoiding window-bar outside of screen
int monitorCount = 0;
@ -1694,13 +1699,17 @@ int InitPlatform(void)
int monitorHeight = 0;
glfwGetMonitorWorkarea(monitor, &monitorX, &monitorY, &monitorWidth, &monitorHeight);
// TODO: Here CORE.Window.render.width/height should be used instead of
// CORE.Window.screen.width/height to center the window correctly when the high dpi flag is enabled
CORE.Window.position.x = monitorX + (monitorWidth - (int)CORE.Window.screen.width)/2;
CORE.Window.position.y = monitorY + (monitorHeight - (int)CORE.Window.screen.height)/2;
//if (CORE.Window.position.x < monitorX) CORE.Window.position.x = monitorX;
//if (CORE.Window.position.y < monitorY) CORE.Window.position.y = monitorY;
// NOTE: It seems on macOS monitor size is not correct
//TRACELOG(LOG_WARNING, "Monitor info: [%i, %i, %i, %i]", monitorX, monitorY, monitorWidth, monitorHeight);
// Center window into current monitor
#if defined(__APPLE__)
CORE.Window.position.x = monitorX + (monitorWidth - CORE.Window.screen.width)/2;
CORE.Window.position.y = monitorY + (monitorHeight - CORE.Window.screen.height)/2;
#else
CORE.Window.position.x = monitorX + (monitorWidth - CORE.Window.render.width)/2;
CORE.Window.position.y = monitorY + (monitorHeight - CORE.Window.render.height)/2;
#endif
SetWindowPosition(CORE.Window.position.x, CORE.Window.position.y);
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_MINIMIZED)) MinimizeWindow();
@ -1831,8 +1840,9 @@ static void FramebufferSizeCallback(GLFWwindow *window, int width, int height)
SetupViewport(width, height);
// Set render size
CORE.Window.currentFbo.width = width;
CORE.Window.currentFbo.height = height;
CORE.Window.render.width = width;
CORE.Window.render.height = height;
CORE.Window.currentFbo = CORE.Window.render;
CORE.Window.resizedLastFrame = true;
if (FLAG_IS_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE))
@ -1878,8 +1888,9 @@ static void WindowContentScaleCallback(GLFWwindow *window, float scalex, float s
{
//TRACELOG(LOG_INFO, "GLFW3: Window content scale changed, scale: [%.2f,%.2f]", scalex, scaley);
float fbWidth = (float)CORE.Window.screen.width*scalex;
float fbHeight = (float)CORE.Window.screen.height*scaley;
CORE.Window.render.width = (int)((float)CORE.Window.screen.width*scalex);
CORE.Window.render.height = (int)((float)CORE.Window.screen.height*scaley);
CORE.Window.currentFbo = CORE.Window.render;
// NOTE: On APPLE platforms system should manage window/input scaling and also framebuffer scaling
// Framebuffer scaling is activated with: glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_TRUE);
@ -1889,10 +1900,6 @@ static void WindowContentScaleCallback(GLFWwindow *window, float scalex, float s
// Mouse input scaling for the new screen size
SetMouseScale(1.0f/scalex, 1.0f/scaley);
#endif
CORE.Window.render.width = (int)fbWidth;
CORE.Window.render.height = (int)fbHeight;
CORE.Window.currentFbo = CORE.Window.render;
}
// GLFW3: Window position callback, runs when window position changes