2 Commits

2 changed files with 40 additions and 30 deletions

View File

@ -78,7 +78,7 @@ int main(void)
DrawText(TextFormat("WINDOW POSITION: %ix%i", (int)windowPos.x, (int)windowPos.y), 50, 90, 20, DARKGRAY);
DrawText(TextFormat("SCREEN SIZE: %ix%i", GetScreenWidth(), GetScreenHeight()), 50, 130, 20, DARKGRAY);
DrawText(TextFormat("RENDER SIZE: %ix%i", GetRenderWidth(), GetRenderHeight()), 50, 170, 20, DARKGRAY);
DrawText(TextFormat("SCALE FACTOR: %.1fx%.1f", scaleDpi.x, scaleDpi.y), 50, 210, 20, GRAY);
DrawText(TextFormat("SCALE FACTOR: %.2fx%.2f", scaleDpi.x, scaleDpi.y), 50, 210, 20, GRAY);
// Draw reference rectangles, top-left and bottom-right corners
DrawRectangle(0, 0, 30, 60, RED);

View File

@ -1649,35 +1649,43 @@ int InitPlatform(void)
TRACELOG(LOG_INFO, "DISPLAY: Trying to enable VSYNC");
}
int fbWidth = CORE.Window.screen.width;
int fbHeight = CORE.Window.screen.height;
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIGHDPI))
{
// NOTE: On APPLE platforms system should manage window/input scaling and also framebuffer scaling
// Framebuffer scaling is activated with: glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_TRUE);
// Get current framebuffer size, on high-dpi it could be bigger than screen size
glfwGetFramebufferSize(platform.handle, &fbWidth, &fbHeight);
// Set screen size to logical pixel size, considering content scaling
Vector2 scaleDpi = GetWindowScaleDPI();
CORE.Window.render.width = (int)(CORE.Window.screen.width*scaleDpi.x);
CORE.Window.render.height = (int)(CORE.Window.screen.height*scaleDpi.y);
//TRACELOG(LOG_INFO, "DPI SCALING: %.2f, %.2f", scaleDpi.x, scaleDpi.y);
// Screen scaling matrix is required in case desired screen area is different from display area
CORE.Window.screenScale = MatrixScale((float)fbWidth/CORE.Window.screen.width, (float)fbHeight/CORE.Window.screen.height, 1.0f);
CORE.Window.screenScale = MatrixScale(scaleDpi.x, scaleDpi.y, 1.0f);
// NOTE: On APPLE platforms system manage window and input scaling
// Framebuffer scaling is activated with: glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_TRUE);
// Screen scaling matrix is required in case desired screen area is different from display area
CORE.Window.screenScale = MatrixScale(scaleDpi.x, scaleDpi.y, 1.0f);
#if !defined(__APPLE__)
// Mouse input scaling for the new screen size
SetMouseScale((float)CORE.Window.screen.width/fbWidth, (float)CORE.Window.screen.height/fbHeight);
SetMouseScale(1.0f/scaleDpi.x, 1.0f/scaleDpi.y);
// Force window size (and framebuffer) refresh
glfwSetWindowSize(platform.handle, CORE.Window.render.width, CORE.Window.render.height);
#endif
}
else CORE.Window.render = CORE.Window.screen;
CORE.Window.render.width = fbWidth;
CORE.Window.render.height = fbHeight;
CORE.Window.currentFbo.width = fbWidth;
CORE.Window.currentFbo.height = fbHeight;
// Current active framebuffer size is main framebuffer size
CORE.Window.currentFbo = CORE.Window.render;
TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully");
TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully %s",
FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIGHDPI)? "(HighDPI)" : "");
TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
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);
//TRACELOG(LOG_INFO, " > Content Scaling: %.2f, %.2f", scaleDpi.x, scaleDpi.y);
// Try to center window on screen but avoiding window-bar outside of screen
int monitorCount = 0;
@ -1691,13 +1699,17 @@ int InitPlatform(void)
int monitorHeight = 0;
glfwGetMonitorWorkarea(monitor, &monitorX, &monitorY, &monitorWidth, &monitorHeight);
// TODO: Here CORE.Window.render.width/height should be used instead of
// CORE.Window.screen.width/height to center the window correctly when the high dpi flag is enabled
CORE.Window.position.x = monitorX + (monitorWidth - (int)CORE.Window.screen.width)/2;
CORE.Window.position.y = monitorY + (monitorHeight - (int)CORE.Window.screen.height)/2;
//if (CORE.Window.position.x < monitorX) CORE.Window.position.x = monitorX;
//if (CORE.Window.position.y < monitorY) CORE.Window.position.y = monitorY;
// NOTE: It seems on macOS monitor size is not correct
//TRACELOG(LOG_WARNING, "Monitor info: [%i, %i, %i, %i]", monitorX, monitorY, monitorWidth, monitorHeight);
// Center window into current monitor
#if defined(__APPLE__)
CORE.Window.position.x = monitorX + (monitorWidth - CORE.Window.screen.width)/2;
CORE.Window.position.y = monitorY + (monitorHeight - CORE.Window.screen.height)/2;
#else
CORE.Window.position.x = monitorX + (monitorWidth - CORE.Window.render.width)/2;
CORE.Window.position.y = monitorY + (monitorHeight - CORE.Window.render.height)/2;
#endif
SetWindowPosition(CORE.Window.position.x, CORE.Window.position.y);
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_MINIMIZED)) MinimizeWindow();
@ -1828,8 +1840,9 @@ static void FramebufferSizeCallback(GLFWwindow *window, int width, int height)
SetupViewport(width, height);
// Set render size
CORE.Window.currentFbo.width = width;
CORE.Window.currentFbo.height = height;
CORE.Window.render.width = width;
CORE.Window.render.height = height;
CORE.Window.currentFbo = CORE.Window.render;
CORE.Window.resizedLastFrame = true;
if (FLAG_IS_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE))
@ -1875,8 +1888,9 @@ static void WindowContentScaleCallback(GLFWwindow *window, float scalex, float s
{
//TRACELOG(LOG_INFO, "GLFW3: Window content scale changed, scale: [%.2f,%.2f]", scalex, scaley);
float fbWidth = (float)CORE.Window.screen.width*scalex;
float fbHeight = (float)CORE.Window.screen.height*scaley;
CORE.Window.render.width = (int)((float)CORE.Window.screen.width*scalex);
CORE.Window.render.height = (int)((float)CORE.Window.screen.height*scaley);
CORE.Window.currentFbo = CORE.Window.render;
// NOTE: On APPLE platforms system should manage window/input scaling and also framebuffer scaling
// Framebuffer scaling is activated with: glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_TRUE);
@ -1886,10 +1900,6 @@ static void WindowContentScaleCallback(GLFWwindow *window, float scalex, float s
// Mouse input scaling for the new screen size
SetMouseScale(1.0f/scalex, 1.0f/scaley);
#endif
CORE.Window.render.width = (int)fbWidth;
CORE.Window.render.height = (int)fbHeight;
CORE.Window.currentFbo = CORE.Window.render;
}
// GLFW3: Window position callback, runs when window position changes