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REVIEWED: Window scaling with HighDPI on macOS #5059
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@@ -47,6 +47,8 @@ int main(void)
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mousePos = GetMousePosition();
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currentMonitor = GetCurrentMonitor();
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scaleDpi = GetWindowScaleDPI();
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if (IsKeyPressed(KEY_SPACE)) ToggleBorderlessWindowed();
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//----------------------------------------------------------------------------------
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// Draw
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@@ -286,6 +286,7 @@ void ToggleBorderlessWindowed(void)
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glfwSetWindowAttrib(platform.handle, GLFW_DECORATED, GLFW_TRUE);
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FLAG_CLEAR(CORE.Window.flags, FLAG_WINDOW_UNDECORATED);
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#if !defined(__APPLE__)
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// Make sure to restore size to HighDPI
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if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIGHDPI))
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{
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@@ -293,6 +294,7 @@ void ToggleBorderlessWindowed(void)
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CORE.Window.previousScreen.width *= scaleDpi.x;
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CORE.Window.previousScreen.height *= scaleDpi.y;
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}
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#endif
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// Return previous screen size and position
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// NOTE: The order matters here, it must set size first, then set position, otherwise the screen will be positioned incorrectly
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@@ -1443,22 +1445,14 @@ int InitPlatform(void)
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if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_TRANSPARENT)) glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE); // Transparent framebuffer
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else glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_FALSE); // Opaque framebuffer
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// HACK: Most of this was written before GLFW_SCALE_FRAMEBUFFER existed and
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// was enabled by default. Disabling it gets back the old behavior. A
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// complete fix will require removing a lot of CORE.Window.render manipulation code
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// NOTE: This currently doesn't work on macOS(see #5185), so we skip it there
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// when FLAG_WINDOW_HIGHDPI is *unset*
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#if !defined(__APPLE__)
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glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_FALSE);
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#endif
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if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIGHDPI))
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{
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#if defined(__APPLE__)
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glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_FALSE);
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#endif
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// Resize window content area based on the monitor content scale
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// NOTE: This hint only has an effect on platforms where screen coordinates and pixels always map 1:1 such as Windows and X11
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// NOTE: This hint only has an effect on platforms where screen coordinates and
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// pixels always map 1:1 such as Windows and X11
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// On platforms like macOS the resolution of the framebuffer is changed independently of the window size
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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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#if defined(__APPLE__)
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@@ -1674,7 +1668,6 @@ int InitPlatform(void)
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int fbWidth = CORE.Window.screen.width;
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int fbHeight = CORE.Window.screen.height;
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#if !defined(__APPLE__)
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if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIGHDPI))
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{
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// NOTE: On APPLE platforms system should manage window/input scaling and also framebuffer scaling
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@@ -1683,11 +1676,11 @@ int InitPlatform(void)
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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((float)fbWidth/CORE.Window.screen.width, (float)fbHeight/CORE.Window.screen.height, 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((float)CORE.Window.screen.width/fbWidth, (float)CORE.Window.screen.height/fbHeight);
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#endif
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}
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#endif
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CORE.Window.render.width = fbWidth;
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CORE.Window.render.height = fbHeight;
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@@ -1834,11 +1827,14 @@ static void ErrorCallback(int error, const char *description)
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static void WindowSizeCallback(GLFWwindow *window, int width, int height)
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{
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// Nothing to do for now on window resize...
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//TRACELOG(LOG_INFO, "GLFW3: Window size callback called [%i,%i]", width, height);
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}
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// GLFW3: Framebuffer size change callback, runs when framebuffer is resized
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static void FramebufferSizeCallback(GLFWwindow *window, int width, int height)
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{
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//TRACELOG(LOG_INFO, "GLFW3: Window framebuffer size callback called [%i,%i]", width, height);
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// WARNING: On window minimization, callback is called,
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// but we don't want to change internal screen values, it breaks things
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if ((width == 0) || (height == 0)) return;
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@@ -1880,6 +1876,8 @@ static void WindowPosCallback(GLFWwindow *window, int x, int y)
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// GLFW3: Window content scale callback, runs on monitor content scale change detected
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static void WindowContentScaleCallback(GLFWwindow *window, float scalex, float scaley)
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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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@@ -3815,14 +3815,7 @@ void SetupViewport(int width, int height)
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CORE.Window.render.height = height;
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// Set viewport width and height
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// NOTE: We consider render size (scaled) and offset in case black bars are required and
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// render area does not match full display area (this situation is only applicable on fullscreen mode)
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#if defined(__APPLE__)
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Vector2 scale = GetWindowScaleDPI();
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rlViewport(CORE.Window.renderOffset.x/2*scale.x, CORE.Window.renderOffset.y/2*scale.y, (CORE.Window.render.width)*scale.x, (CORE.Window.render.height)*scale.y);
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#else
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rlViewport(CORE.Window.renderOffset.x/2, CORE.Window.renderOffset.y/2, CORE.Window.render.width, CORE.Window.render.height);
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#endif
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rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
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rlLoadIdentity(); // Reset current matrix (projection)
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