Working on HiDPI support -WIP-
Trying to define a global transformation matrix to scale all content for HiDPI.
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src/core.c
18
src/core.c
@ -284,7 +284,7 @@ static int currentWidth, currentHeight; // Current render width and heig
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static int renderOffsetX = 0; // Offset X from render area (must be divided by 2)
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static int renderOffsetY = 0; // Offset Y from render area (must be divided by 2)
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static bool fullscreen = false; // Fullscreen mode (useful only for PLATFORM_DESKTOP)
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static Matrix screenScaling; // Matrix to scale screen
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static Matrix screenScaling; // Matrix to scale screen (framebuffer rendering)
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#if defined(PLATFORM_RPI)
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static EGL_DISPMANX_WINDOW_T nativeWindow; // Native window (graphic device)
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@ -618,8 +618,6 @@ void InitWindow(int width, int height, const char *title)
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emscripten_set_touchend_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
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emscripten_set_touchmove_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
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emscripten_set_touchcancel_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
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//emscripten_set_touchstart_callback(0, NULL, 1, Emscripten_HandleTouch);
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//emscripten_set_touchend_callback("#canvas", data, 0, Emscripten_HandleTouch);
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// Support gamepad events (not provided by GLFW3 on emscripten)
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emscripten_set_gamepadconnected_callback(NULL, 1, EmscriptenGamepadCallback);
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@ -2357,8 +2355,8 @@ static bool InitGraphicsDevice(int width, int height)
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//glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API); // OpenGL API to use. Alternative: GLFW_OPENGL_ES_API
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//glfwWindowHint(GLFW_AUX_BUFFERS, 0); // Number of auxiliar buffers
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#if defined(PLATFORM_DESKTOP)
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// TODO: If using external GLFW, it requires latest GLFW 3.3 for this functionality
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//glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_TRUE); // Scale content area based on the monitor content scale where window is placed on
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// NOTE: If using external GLFW, it requires latest GLFW 3.3 for this functionality
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glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_TRUE); // Scale content area based on the monitor content scale where window is placed on
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#endif
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// Check some Window creation flags
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@ -2462,6 +2460,12 @@ static bool InitGraphicsDevice(int width, int height)
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if (windowPosY < 0) windowPosY = 0;
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glfwSetWindowPos(window, windowPosX, windowPosY);
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// Get window HiDPI scaling factor
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float scaleRatio = 0.0f;
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glfwGetWindowContentScale(window, &scaleRatio, NULL);
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scaleRatio = roundf(scaleRatio);
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screenScaling = MatrixScale(scaleRatio, scaleRatio, scaleRatio);
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#endif
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renderWidth = screenWidth;
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renderHeight = screenHeight;
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@ -2878,14 +2882,14 @@ static bool InitGraphicsDevice(int width, int height)
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// Set viewport parameters
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static void SetupViewport(void)
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{
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#if defined(__APPLE__)
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#if defined(PLATFORM_DESKTOP)
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// Get framebuffer size of current window
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// NOTE: Required to handle HighDPI display correctly on OSX because framebuffer
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// is automatically reasized to adapt to new DPI.
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// When OS does that, it can be detected using GLFW3 callback: glfwSetFramebufferSizeCallback()
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int fbWidth, fbHeight;
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glfwGetFramebufferSize(window, &fbWidth, &fbHeight);
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rlViewport(renderOffsetX/2, renderOffsetY/2, fbWidth - renderOffsetX, fbHeight - renderOffsetY);
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rlViewport(renderOffsetX/2, renderOffsetY/2, fbWidth - renderOffsetX, fbHeight - renderOffsetY);
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#else
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// Initialize screen viewport (area of the screen that you will actually draw to)
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// NOTE: Viewport must be recalculated if screen is resized
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