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sdl: fix --dpi option after HiDPI rework
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@ -92,6 +92,7 @@ static bool g_RestartRequested = false;
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static int g_DesktopWidth = 0;
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static int g_DesktopHeight = 0;
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static float g_DesktopDPI = 1.0f;
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static float g_ForcedDPI = 0.0f; // if this is 0.0f, use g_DesktopDPI
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static float g_RefreshRate = 60.f;
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static int g_sampleRate = 44100;
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@ -191,7 +192,7 @@ static void UpdateScreenDPI(SDL_Window *window) {
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// Round up a little otherwise there would be a gap sometimes
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// in fractional scaling
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g_DesktopDPI = ((float) drawable_width + 0.5) / window_width;
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g_DesktopDPI = ((float) drawable_width + 1.0f) / window_width;
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}
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// Simple implementations of System functions
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@ -515,7 +516,7 @@ float System_GetPropertyFloat(SystemProperty prop) {
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case SYSPROP_DISPLAY_REFRESH_RATE:
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return g_RefreshRate;
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case SYSPROP_DISPLAY_DPI:
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return g_DesktopDPI * 96.0;
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return (g_ForcedDPI == 0.0f ? g_DesktopDPI : g_ForcedDPI) * 96.0;
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case SYSPROP_DISPLAY_SAFE_INSET_LEFT:
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case SYSPROP_DISPLAY_SAFE_INSET_RIGHT:
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case SYSPROP_DISPLAY_SAFE_INSET_TOP:
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@ -707,7 +708,7 @@ int main(int argc, char *argv[]) {
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int set_yres = -1;
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bool portrait = false;
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bool set_ipad = false;
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float set_dpi = 1.0f;
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float set_dpi = 0.0f;
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float set_scale = 1.0f;
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// Produce a new set of arguments with the ones we skip.
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@ -818,8 +819,6 @@ int main(int argc, char *argv[]) {
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g_Config.bFullScreen = false;
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}
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set_dpi = 1.0f / set_dpi;
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if (set_ipad) {
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g_display.pixel_xres = 1024;
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g_display.pixel_yres = 768;
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@ -834,9 +833,8 @@ int main(int argc, char *argv[]) {
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if (set_yres > 0) {
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g_display.pixel_yres = set_yres;
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}
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float dpi_scale = 1.0f;
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if (set_dpi > 0) {
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dpi_scale = set_dpi;
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g_ForcedDPI = set_dpi;
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}
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// Mac / Linux
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@ -887,18 +885,6 @@ int main(int argc, char *argv[]) {
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if (g_Config.iWindowHeight > 0)
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h = g_Config.iWindowHeight;
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}
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g_display.pixel_xres = w;
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g_display.pixel_yres = h;
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g_display.dp_xres = (float)g_display.pixel_xres * dpi_scale;
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g_display.dp_yres = (float)g_display.pixel_yres * dpi_scale;
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g_display.pixel_in_dps_x = (float)g_display.pixel_xres / g_display.dp_xres;
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g_display.pixel_in_dps_y = (float)g_display.pixel_yres / g_display.dp_yres;
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g_display.dpi_scale_x = g_display.dp_xres / (float)g_display.pixel_xres;
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g_display.dpi_scale_y = g_display.dp_yres / (float)g_display.pixel_yres;
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g_display.dpi_scale_real_x = g_display.dpi_scale_x;
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g_display.dpi_scale_real_y = g_display.dpi_scale_y;
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// g_display.Print();
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GraphicsContext *graphicsContext = nullptr;
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SDL_Window *window = nullptr;
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@ -929,6 +915,20 @@ int main(int argc, char *argv[]) {
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UpdateScreenDPI(window);
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float dpi_scale = 1.0f / (g_ForcedDPI == 0.0f ? g_DesktopDPI : g_ForcedDPI);
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g_display.pixel_xres = w;
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g_display.pixel_yres = h;
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g_display.dp_xres = (float)g_display.pixel_xres * dpi_scale;
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g_display.dp_yres = (float)g_display.pixel_yres * dpi_scale;
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g_display.pixel_in_dps_x = (float)g_display.pixel_xres / g_display.dp_xres;
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g_display.pixel_in_dps_y = (float)g_display.pixel_yres / g_display.dp_yres;
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g_display.dpi_scale_x = g_display.dp_xres / (float)g_display.pixel_xres;
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g_display.dpi_scale_y = g_display.dp_yres / (float)g_display.pixel_yres;
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g_display.dpi_scale_real_x = g_display.dpi_scale_x;
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g_display.dpi_scale_real_y = g_display.dpi_scale_y;
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bool useEmuThread = g_Config.iGPUBackend == (int)GPUBackend::OPENGL;
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SDL_SetWindowTitle(window, (app_name_nice + " " + PPSSPP_GIT_VERSION).c_str());
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@ -1028,8 +1028,14 @@ int main(int argc, char *argv[]) {
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}
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SDL_Event event, touchEvent;
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while (SDL_PollEvent(&event)) {
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float mx = event.motion.x;
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float my = event.motion.y;
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// We have to juggle around 3 kinds of "DPI spaces" if a logical DPI is
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// provided (through --dpi, it is equal to system DPI if unspecified):
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// - SDL gives us motion events in "system DPI" points
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// - UpdateScreenScale expects pixels, so in a way "96 DPI" points
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// - The UI code expects motion events in "logical DPI" points
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float logical_dpi = 1.0f / (g_ForcedDPI == 0.0f ? g_DesktopDPI : g_ForcedDPI);
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float mx = event.motion.x * g_DesktopDPI * logical_dpi;
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float my = event.motion.y * g_DesktopDPI * logical_dpi;
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switch (event.type) {
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case SDL_QUIT:
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