Browse Source

Working on HiDPI support -WIP-

Trying to define a global transformation matrix to scale all content for HiDPI.
pull/820/head
Ray 5 years ago
parent
commit
c76863b289
1 changed files with 11 additions and 7 deletions
  1. +11
    -7
      src/core.c

+ 11
- 7
src/core.c View File

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

Loading…
Cancel
Save