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