Fix dpi issues (#1987)

This commit is contained in:
Arnaud Valensi 2021-10-10 22:34:56 +02:00 committed by GitHub
parent 3d6d5558c9
commit 7c36f3f6b8
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GPG Key ID: 4AEE18F83AFDEB23
1 changed files with 56 additions and 23 deletions

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@ -1538,13 +1538,25 @@ void SetWindowSize(int width, int height)
// Get current screen width
int GetScreenWidth(void)
{
return CORE.Window.currentFbo.width;
return CORE.Window.screen.width;
}
// Get current screen height
int GetScreenHeight(void)
{
return CORE.Window.currentFbo.height;
return CORE.Window.screen.height;
}
// Get current render width which is equal to screen width * dpi scale
int GetRenderWidth(void)
{
return CORE.Window.render.width;
}
// Get current screen height which is equal to screen height * dpi scale
int GetRenderHeight(void)
{
return CORE.Window.render.height;
}
// Get native window handle
@ -2136,8 +2148,8 @@ void EndTextureMode(void)
SetupViewport(CORE.Window.render.width, CORE.Window.render.height);
// Reset current fbo to screen size
CORE.Window.currentFbo.width = CORE.Window.screen.width;
CORE.Window.currentFbo.height = CORE.Window.screen.height;
CORE.Window.currentFbo.width = CORE.Window.render.width;
CORE.Window.currentFbo.height = CORE.Window.render.height;
}
// Begin custom shader mode
@ -2172,7 +2184,17 @@ void BeginScissorMode(int x, int y, int width, int height)
rlDrawRenderBatchActive(); // Update and draw internal render batch
rlEnableScissorTest();
rlScissor(x, CORE.Window.currentFbo.height - (y + height), width, height);
if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0) {
Vector2 scale = GetWindowScaleDPI();
rlScissor(
x * scale.x,
CORE.Window.currentFbo.height - (y + height) * scale.y,
width * scale.x,
height * scale.y);
} else {
rlScissor(x, CORE.Window.currentFbo.height - (y + height), width, height);
}
}
// End scissor mode
@ -3842,16 +3864,6 @@ static bool InitGraphicsDevice(int width, int height)
TRACELOG(LOG_WARNING, "GLFW: Failed to initialize Window");
return false;
}
else
{
TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully");
#if defined(PLATFORM_DESKTOP)
TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
#endif
TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height);
TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height);
TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y);
}
// Set window callback events
glfwSetWindowSizeCallback(CORE.Window.handle, WindowSizeCallback); // NOTE: Resizing not allowed by default!
@ -4300,12 +4312,8 @@ static bool InitGraphicsDevice(int width, int height)
rlLoadExtensions(eglGetProcAddress);
#endif
// Initialize OpenGL context (states and resources)
// NOTE: CORE.Window.screen.width and CORE.Window.screen.height not used, just stored as globals in rlgl
rlglInit(CORE.Window.screen.width, CORE.Window.screen.height);
int fbWidth = CORE.Window.render.width;
int fbHeight = CORE.Window.render.height;
int fbWidth = CORE.Window.screen.width;
int fbHeight = CORE.Window.screen.height;
#if defined(PLATFORM_DESKTOP)
if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
@ -4324,11 +4332,25 @@ static bool InitGraphicsDevice(int width, int height)
}
#endif
CORE.Window.currentFbo.width = fbWidth;
CORE.Window.currentFbo.height = fbHeight;
CORE.Window.render.width = CORE.Window.currentFbo.width;
CORE.Window.render.height = CORE.Window.currentFbo.height;
// Initialize OpenGL context (states and resources)
// NOTE: CORE.Window.currentFbo.width and CORE.Window.currentFbo.height not used, just stored as globals in rlgl
rlglInit(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height);
// Setup default viewport
SetupViewport(fbWidth, fbHeight);
CORE.Window.currentFbo.width = CORE.Window.screen.width;
CORE.Window.currentFbo.height = CORE.Window.screen.height;
TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully");
#if defined(PLATFORM_DESKTOP)
TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
#endif
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);
ClearBackground(RAYWHITE); // Default background color for raylib games :P
@ -4893,8 +4915,19 @@ static void WindowSizeCallback(GLFWwindow *window, int width, int height)
if (IsWindowFullscreen()) return;
// Set current screen size
#if defined(__APPLE__)
CORE.Window.screen.width = width;
CORE.Window.screen.height = height;
#else
if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0) {
Vector2 windowScaleDPI = GetWindowScaleDPI();
CORE.Window.screen.width = width / windowScaleDPI.x;
CORE.Window.screen.height = height / windowScaleDPI.y;
} else {
CORE.Window.screen.width = width;
CORE.Window.screen.height = height;
}
#endif
// NOTE: Postprocessing texture is not scaled to new size
}