sdl: fix --dpi option after HiDPI rework

This commit is contained in:
Hoe Hao Cheng 2023-07-01 22:50:06 +08:00
parent 1b5d8f302a
commit 3a86ad729d

View File

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