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https://github.com/Relintai/sdl2_frt.git
synced 2024-12-25 09:17:12 +01:00
Fix high-dpi support on macOS and simplify it and iOS variant.
The detault drawableSize for a CAMetalLayer is its bounds x its scale. So it is sufficient to set the *layer's* scale to the desired value.
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@ -110,7 +110,9 @@ typedef enum
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SDL_WINDOW_MOUSE_FOCUS = 0x00000400, /**< window has mouse focus */
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SDL_WINDOW_FULLSCREEN_DESKTOP = ( SDL_WINDOW_FULLSCREEN | 0x00001000 ),
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SDL_WINDOW_FOREIGN = 0x00000800, /**< window not created by SDL */
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SDL_WINDOW_ALLOW_HIGHDPI = 0x00002000, /**< window should be created in high-DPI mode if supported */
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SDL_WINDOW_ALLOW_HIGHDPI = 0x00002000, /**< window should be created in high-DPI mode if supported.
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On macOS NSHighResolutionCapable must be set true in the
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application's Info.plist for this to have any effect. */
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SDL_WINDOW_MOUSE_CAPTURE = 0x00004000, /**< window has mouse captured (unrelated to INPUT_GRABBED) */
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SDL_WINDOW_ALWAYS_ON_TOP = 0x00008000, /**< window should always be above others */
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SDL_WINDOW_SKIP_TASKBAR = 0x00010000, /**< window should not be added to the taskbar */
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@ -240,6 +240,9 @@ extern DECLSPEC SDL_bool SDLCALL SDL_Vulkan_CreateSurface(
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* platform with high-DPI support (Apple calls this "Retina"), and not disabled
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* by the \c SDL_HINT_VIDEO_HIGHDPI_DISABLED hint.
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*
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* \note On macOS high-DPI support must be enabled for an application by
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* setting NSHighResolutionCapable to true in its Info.plist.
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*
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* \sa SDL_GetWindowSize()
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* \sa SDL_CreateWindow()
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*/
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@ -41,11 +41,10 @@
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@interface SDL_cocoametalview : NSView {
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NSInteger _tag;
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bool _useHighDPI;
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}
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- (instancetype)initWithFrame:(NSRect)frame
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useHighDPI:(bool)useHighDPI;
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scale:(CGFloat)scale;
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/* Override superclass tag so this class can set it. */
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@property (assign, readonly) NSInteger tag;
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@ -57,17 +57,19 @@
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}
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- (instancetype)initWithFrame:(NSRect)frame
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useHighDPI:(bool)useHighDPI
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scale:(CGFloat)scale
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{
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if ((self = [super initWithFrame:frame])) {
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_tag = METALVIEW_TAG;
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self.wantsLayer = YES;
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/* Allow resize. */
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self.autoresizingMask = NSViewWidthSizable | NSViewHeightSizable;
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_tag = METALVIEW_TAG;
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_useHighDPI = useHighDPI;
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[self updateDrawableSize];
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/* Set the desired scale. The default drawableSize of a CAMetalLayer
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* is its bounds x its scale so nothing further needs to be done.
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*/
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self.layer.contentsScale = scale;
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}
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return self;
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@ -77,16 +79,6 @@
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- (void)resizeWithOldSuperviewSize:(NSSize)oldSize
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{
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[super resizeWithOldSuperviewSize:oldSize];
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[self updateDrawableSize];
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}
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- (void)updateDrawableSize
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{
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NSRect bounds = [self bounds];
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if (_useHighDPI) {
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bounds = [self convertRectToBacking:bounds];
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}
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((CAMetalLayer *) self.layer).drawableSize = NSSizeToCGSize(bounds.size);
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}
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@end
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@ -94,12 +86,26 @@
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SDL_cocoametalview*
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Cocoa_Mtl_AddMetalView(SDL_Window* window)
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{
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SDL_WindowData *data = (SDL_WindowData *)window->driverdata;
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SDL_WindowData* data = (__bridge SDL_WindowData *)window->driverdata;
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NSView *view = data->nswindow.contentView;
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CGFloat scale = 1.0;
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if (window->flags & SDL_WINDOW_ALLOW_HIGHDPI) {
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/* Set the scale to the natural scale factor of the screen - then
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* the backing dimensions of the Metal view will match the pixel
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* dimensions of the screen rather than the dimensions in points
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* yielding high resolution on retine displays.
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*
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* N.B. In order for backingScaleFactor to be > 1,
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* NSHighResolutionCapable must be set to true in the app's Info.plist.
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*/
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NSWindow* nswindow = data->nswindow;
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if ([nswindow.screen respondsToSelector:@selector(backingScaleFactor)])
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scale = data->nswindow.screen.backingScaleFactor;
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}
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SDL_cocoametalview *metalview
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= [[SDL_cocoametalview alloc] initWithFrame:view.frame
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useHighDPI:(window->flags & SDL_WINDOW_ALLOW_HIGHDPI)];
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= [[SDL_cocoametalview alloc] initWithFrame:view.frame scale:scale];
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[view addSubview:metalview];
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return metalview;
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}
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@ -119,6 +125,8 @@ Cocoa_Mtl_GetDrawableSize(SDL_Window * window, int * w, int * h)
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if (h) {
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*h = layer.drawableSize.height;
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}
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} else {
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SDL_GetWindowSize(window, w, h);
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}
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}
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@ -43,8 +43,7 @@
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@interface SDL_uikitmetalview : SDL_uikitview
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- (instancetype)initWithFrame:(CGRect)frame
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scale:(CGFloat)scale
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tag:(int)tag;
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scale:(CGFloat)scale;
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@end
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@ -46,14 +46,12 @@
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- (instancetype)initWithFrame:(CGRect)frame
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scale:(CGFloat)scale
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tag:(int)tag
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{
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if ((self = [super initWithFrame:frame])) {
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/* Set the appropriate scale (for retina display support) */
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self.contentScaleFactor = scale;
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self.tag = tag;
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[self updateDrawableSize];
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self.tag = METALVIEW_TAG;
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/* Set the desired scale. The default drawableSize of a CAMetalLayer
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* is its bounds x its scale so nothing further needs to be done. */
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self.layer.contentsScale = scale;
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}
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return self;
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@ -63,16 +61,6 @@
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- (void)layoutSubviews
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{
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[super layoutSubviews];
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[self updateDrawableSize];
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}
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- (void)updateDrawableSize
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{
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CGSize size = self.bounds.size;
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size.width *= self.contentScaleFactor;
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size.height *= self.contentScaleFactor;
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((CAMetalLayer *) self.layer).drawableSize = size;
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}
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@end
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@ -89,9 +77,10 @@ UIKit_Mtl_AddMetalView(SDL_Window* window)
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}
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if (window->flags & SDL_WINDOW_ALLOW_HIGHDPI) {
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/* Set the scale to the natural scale factor of the screen - the
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* backing dimensions of the Metal view will match the pixel
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* dimensions of the screen rather than the dimensions in points.
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/* Set the scale to the natural scale factor of the screen - then
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* the backing dimensions of the Metal view will match the pixel
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* dimensions of the screen rather than the dimensions in points
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* yielding high resolution on retine displays.
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*/
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#ifdef __IPHONE_8_0
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if ([data.uiwindow.screen respondsToSelector:@selector(nativeScale)]) {
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@ -104,8 +93,7 @@ UIKit_Mtl_AddMetalView(SDL_Window* window)
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}
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SDL_uikitmetalview *metalview
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= [[SDL_uikitmetalview alloc] initWithFrame:view.frame
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scale:scale
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tag:METALVIEW_TAG];
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scale:scale];
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[metalview setSDLWindow:window];
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return metalview;
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