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Platform: initial HiDPI support in SDL2 app on Linux and Emscripten. This is quite complex, actually. The end goal is: when I request an 800x600 window, it should create a window of the same physical size as an 800x600 window would have on a system default DPI. After that, the actual window size (for events), framebuffer size and DPI scaling value (to correctly scale the contents relative to window size) are platform-dependent. On macOS and iOS, the DPI scaling is done simply by having the framebuffer twice the size while the window size (for events) remains the same. Easy to support. On Linux, a non-DPI-aware app is simply having a really tiny window. The worst behavior of all systems. Next to that, SDL_GetDisplayDPI() returns physical DPI, which is quite useless as the value is usually coming from Xorg display autodetection and is usually just 96, unless one goes extra lengths and supplies a correct value via an xorg.conf. The DE is using a different, user-configurable value for scaling the visuals and this one is available through a Xft.dpi property. To get it, we dlopen() self and dlsym() X11 symbols to get this property. If this fails, it might mean the app doesn't run on X11 (maybe Wayland, maybe something's just messed up, who knows) and then we fall back to SDL_GetDisplayDPI(). Which is usually very wrong, so this is also why I'm implementing two ways to override this -- either via the app Configuration or via a command-line / environment variable. On Emscripten / HTML5, all that's needed is querying device pixel ratio and then requesting canvas size scaled by that. The event coordinates are relative to this size, so there's not much more to handle. Physical canvas size on the page is controlled via CSS, so no issues with stuff being too big or too small apply -- in the worst case, things may be blurry. On Windows, the DPI scaling is something in-between -- if the app presents itself as DPI-aware, window size is treated as real pixels (so one gets really what is asked for, i.e. an 800x600 window on a system with 240 DPI is maybe four centimeters wide). If not, the window is upscaled (and blurried) by the compositor. In order to have correct behavior, I first need to query if the app is DPI-aware and then either scale the requested size or not (to avoid extra huge windows when the app is not marked as DPI aware). That will be done in a later commit.
8 years ago
#ifndef Magnum_Platform_Implementation_dpiScaling_hpp
#define Magnum_Platform_Implementation_dpiScaling_hpp
/*
This file is part of Magnum.
Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019
Platform: initial HiDPI support in SDL2 app on Linux and Emscripten. This is quite complex, actually. The end goal is: when I request an 800x600 window, it should create a window of the same physical size as an 800x600 window would have on a system default DPI. After that, the actual window size (for events), framebuffer size and DPI scaling value (to correctly scale the contents relative to window size) are platform-dependent. On macOS and iOS, the DPI scaling is done simply by having the framebuffer twice the size while the window size (for events) remains the same. Easy to support. On Linux, a non-DPI-aware app is simply having a really tiny window. The worst behavior of all systems. Next to that, SDL_GetDisplayDPI() returns physical DPI, which is quite useless as the value is usually coming from Xorg display autodetection and is usually just 96, unless one goes extra lengths and supplies a correct value via an xorg.conf. The DE is using a different, user-configurable value for scaling the visuals and this one is available through a Xft.dpi property. To get it, we dlopen() self and dlsym() X11 symbols to get this property. If this fails, it might mean the app doesn't run on X11 (maybe Wayland, maybe something's just messed up, who knows) and then we fall back to SDL_GetDisplayDPI(). Which is usually very wrong, so this is also why I'm implementing two ways to override this -- either via the app Configuration or via a command-line / environment variable. On Emscripten / HTML5, all that's needed is querying device pixel ratio and then requesting canvas size scaled by that. The event coordinates are relative to this size, so there's not much more to handle. Physical canvas size on the page is controlled via CSS, so no issues with stuff being too big or too small apply -- in the worst case, things may be blurry. On Windows, the DPI scaling is something in-between -- if the app presents itself as DPI-aware, window size is treated as real pixels (so one gets really what is asked for, i.e. an 800x600 window on a system with 240 DPI is maybe four centimeters wide). If not, the window is upscaled (and blurried) by the compositor. In order to have correct behavior, I first need to query if the app is DPI-aware and then either scale the requested size or not (to avoid extra huge windows when the app is not marked as DPI aware). That will be done in a later commit.
8 years ago
Vladimír Vondruš <mosra@centrum.cz>
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
*/
#include "DpiScaling.h"
Platform: initial HiDPI support in SDL2 app on Linux and Emscripten. This is quite complex, actually. The end goal is: when I request an 800x600 window, it should create a window of the same physical size as an 800x600 window would have on a system default DPI. After that, the actual window size (for events), framebuffer size and DPI scaling value (to correctly scale the contents relative to window size) are platform-dependent. On macOS and iOS, the DPI scaling is done simply by having the framebuffer twice the size while the window size (for events) remains the same. Easy to support. On Linux, a non-DPI-aware app is simply having a really tiny window. The worst behavior of all systems. Next to that, SDL_GetDisplayDPI() returns physical DPI, which is quite useless as the value is usually coming from Xorg display autodetection and is usually just 96, unless one goes extra lengths and supplies a correct value via an xorg.conf. The DE is using a different, user-configurable value for scaling the visuals and this one is available through a Xft.dpi property. To get it, we dlopen() self and dlsym() X11 symbols to get this property. If this fails, it might mean the app doesn't run on X11 (maybe Wayland, maybe something's just messed up, who knows) and then we fall back to SDL_GetDisplayDPI(). Which is usually very wrong, so this is also why I'm implementing two ways to override this -- either via the app Configuration or via a command-line / environment variable. On Emscripten / HTML5, all that's needed is querying device pixel ratio and then requesting canvas size scaled by that. The event coordinates are relative to this size, so there's not much more to handle. Physical canvas size on the page is controlled via CSS, so no issues with stuff being too big or too small apply -- in the worst case, things may be blurry. On Windows, the DPI scaling is something in-between -- if the app presents itself as DPI-aware, window size is treated as real pixels (so one gets really what is asked for, i.e. an 800x600 window on a system with 240 DPI is maybe four centimeters wide). If not, the window is upscaled (and blurried) by the compositor. In order to have correct behavior, I first need to query if the app is DPI-aware and then either scale the requested size or not (to avoid extra huge windows when the app is not marked as DPI aware). That will be done in a later commit.
8 years ago
#include <Corrade/Utility/Arguments.h>
#include "Magnum/Magnum.h"
#ifdef _MAGNUM_PLATFORM_USE_X11
#include <cstring>
Platform: initial HiDPI support in SDL2 app on Linux and Emscripten. This is quite complex, actually. The end goal is: when I request an 800x600 window, it should create a window of the same physical size as an 800x600 window would have on a system default DPI. After that, the actual window size (for events), framebuffer size and DPI scaling value (to correctly scale the contents relative to window size) are platform-dependent. On macOS and iOS, the DPI scaling is done simply by having the framebuffer twice the size while the window size (for events) remains the same. Easy to support. On Linux, a non-DPI-aware app is simply having a really tiny window. The worst behavior of all systems. Next to that, SDL_GetDisplayDPI() returns physical DPI, which is quite useless as the value is usually coming from Xorg display autodetection and is usually just 96, unless one goes extra lengths and supplies a correct value via an xorg.conf. The DE is using a different, user-configurable value for scaling the visuals and this one is available through a Xft.dpi property. To get it, we dlopen() self and dlsym() X11 symbols to get this property. If this fails, it might mean the app doesn't run on X11 (maybe Wayland, maybe something's just messed up, who knows) and then we fall back to SDL_GetDisplayDPI(). Which is usually very wrong, so this is also why I'm implementing two ways to override this -- either via the app Configuration or via a command-line / environment variable. On Emscripten / HTML5, all that's needed is querying device pixel ratio and then requesting canvas size scaled by that. The event coordinates are relative to this size, so there's not much more to handle. Physical canvas size on the page is controlled via CSS, so no issues with stuff being too big or too small apply -- in the worst case, things may be blurry. On Windows, the DPI scaling is something in-between -- if the app presents itself as DPI-aware, window size is treated as real pixels (so one gets really what is asked for, i.e. an 800x600 window on a system with 240 DPI is maybe four centimeters wide). If not, the window is upscaled (and blurried) by the compositor. In order to have correct behavior, I first need to query if the app is DPI-aware and then either scale the requested size or not (to avoid extra huge windows when the app is not marked as DPI aware). That will be done in a later commit.
8 years ago
#include <dlfcn.h>
#include <X11/Xresource.h>
#include <Corrade/Containers/ScopeGuard.h>
#include <Corrade/Utility/Assert.h>
#include <Corrade/Utility/Debug.h>
Platform: initial HiDPI support in SDL2 app on Linux and Emscripten. This is quite complex, actually. The end goal is: when I request an 800x600 window, it should create a window of the same physical size as an 800x600 window would have on a system default DPI. After that, the actual window size (for events), framebuffer size and DPI scaling value (to correctly scale the contents relative to window size) are platform-dependent. On macOS and iOS, the DPI scaling is done simply by having the framebuffer twice the size while the window size (for events) remains the same. Easy to support. On Linux, a non-DPI-aware app is simply having a really tiny window. The worst behavior of all systems. Next to that, SDL_GetDisplayDPI() returns physical DPI, which is quite useless as the value is usually coming from Xorg display autodetection and is usually just 96, unless one goes extra lengths and supplies a correct value via an xorg.conf. The DE is using a different, user-configurable value for scaling the visuals and this one is available through a Xft.dpi property. To get it, we dlopen() self and dlsym() X11 symbols to get this property. If this fails, it might mean the app doesn't run on X11 (maybe Wayland, maybe something's just messed up, who knows) and then we fall back to SDL_GetDisplayDPI(). Which is usually very wrong, so this is also why I'm implementing two ways to override this -- either via the app Configuration or via a command-line / environment variable. On Emscripten / HTML5, all that's needed is querying device pixel ratio and then requesting canvas size scaled by that. The event coordinates are relative to this size, so there's not much more to handle. Physical canvas size on the page is controlled via CSS, so no issues with stuff being too big or too small apply -- in the worst case, things may be blurry. On Windows, the DPI scaling is something in-between -- if the app presents itself as DPI-aware, window size is treated as real pixels (so one gets really what is asked for, i.e. an 800x600 window on a system with 240 DPI is maybe four centimeters wide). If not, the window is upscaled (and blurried) by the compositor. In order to have correct behavior, I first need to query if the app is DPI-aware and then either scale the requested size or not (to avoid extra huge windows when the app is not marked as DPI aware). That will be done in a later commit.
8 years ago
#undef None
#endif
#ifdef CORRADE_TARGET_EMSCRIPTEN
#include <emscripten/emscripten.h>
Platform: initial HiDPI support in SDL2 app on Linux and Emscripten. This is quite complex, actually. The end goal is: when I request an 800x600 window, it should create a window of the same physical size as an 800x600 window would have on a system default DPI. After that, the actual window size (for events), framebuffer size and DPI scaling value (to correctly scale the contents relative to window size) are platform-dependent. On macOS and iOS, the DPI scaling is done simply by having the framebuffer twice the size while the window size (for events) remains the same. Easy to support. On Linux, a non-DPI-aware app is simply having a really tiny window. The worst behavior of all systems. Next to that, SDL_GetDisplayDPI() returns physical DPI, which is quite useless as the value is usually coming from Xorg display autodetection and is usually just 96, unless one goes extra lengths and supplies a correct value via an xorg.conf. The DE is using a different, user-configurable value for scaling the visuals and this one is available through a Xft.dpi property. To get it, we dlopen() self and dlsym() X11 symbols to get this property. If this fails, it might mean the app doesn't run on X11 (maybe Wayland, maybe something's just messed up, who knows) and then we fall back to SDL_GetDisplayDPI(). Which is usually very wrong, so this is also why I'm implementing two ways to override this -- either via the app Configuration or via a command-line / environment variable. On Emscripten / HTML5, all that's needed is querying device pixel ratio and then requesting canvas size scaled by that. The event coordinates are relative to this size, so there's not much more to handle. Physical canvas size on the page is controlled via CSS, so no issues with stuff being too big or too small apply -- in the worst case, things may be blurry. On Windows, the DPI scaling is something in-between -- if the app presents itself as DPI-aware, window size is treated as real pixels (so one gets really what is asked for, i.e. an 800x600 window on a system with 240 DPI is maybe four centimeters wide). If not, the window is upscaled (and blurried) by the compositor. In order to have correct behavior, I first need to query if the app is DPI-aware and then either scale the requested size or not (to avoid extra huge windows when the app is not marked as DPI aware). That will be done in a later commit.
8 years ago
#endif
#if defined(CORRADE_TARGET_WINDOWS) && !defined(CORRADE_TARGET_WINDOWS_RT)
#define WIN32_LEAN_AND_MEAN 1
#define VC_EXTRALEAN
#include <windows.h>
#ifdef __has_include
#if __has_include(<shellscalingapi.h>)
#include <shellscalingapi.h>
#endif
#endif
#include <Corrade/Utility/Assert.h>
#endif
namespace Magnum { namespace Platform { namespace Implementation {
Utility::Arguments windowScalingArguments() {
Platform: initial HiDPI support in SDL2 app on Linux and Emscripten. This is quite complex, actually. The end goal is: when I request an 800x600 window, it should create a window of the same physical size as an 800x600 window would have on a system default DPI. After that, the actual window size (for events), framebuffer size and DPI scaling value (to correctly scale the contents relative to window size) are platform-dependent. On macOS and iOS, the DPI scaling is done simply by having the framebuffer twice the size while the window size (for events) remains the same. Easy to support. On Linux, a non-DPI-aware app is simply having a really tiny window. The worst behavior of all systems. Next to that, SDL_GetDisplayDPI() returns physical DPI, which is quite useless as the value is usually coming from Xorg display autodetection and is usually just 96, unless one goes extra lengths and supplies a correct value via an xorg.conf. The DE is using a different, user-configurable value for scaling the visuals and this one is available through a Xft.dpi property. To get it, we dlopen() self and dlsym() X11 symbols to get this property. If this fails, it might mean the app doesn't run on X11 (maybe Wayland, maybe something's just messed up, who knows) and then we fall back to SDL_GetDisplayDPI(). Which is usually very wrong, so this is also why I'm implementing two ways to override this -- either via the app Configuration or via a command-line / environment variable. On Emscripten / HTML5, all that's needed is querying device pixel ratio and then requesting canvas size scaled by that. The event coordinates are relative to this size, so there's not much more to handle. Physical canvas size on the page is controlled via CSS, so no issues with stuff being too big or too small apply -- in the worst case, things may be blurry. On Windows, the DPI scaling is something in-between -- if the app presents itself as DPI-aware, window size is treated as real pixels (so one gets really what is asked for, i.e. an 800x600 window on a system with 240 DPI is maybe four centimeters wide). If not, the window is upscaled (and blurried) by the compositor. In order to have correct behavior, I first need to query if the app is DPI-aware and then either scale the requested size or not (to avoid extra huge windows when the app is not marked as DPI aware). That will be done in a later commit.
8 years ago
Utility::Arguments args{"magnum"};
args.addOption("dpi-scaling", "default")
.setFromEnvironment("dpi-scaling")
Platform: initial HiDPI support in SDL2 app on Linux and Emscripten. This is quite complex, actually. The end goal is: when I request an 800x600 window, it should create a window of the same physical size as an 800x600 window would have on a system default DPI. After that, the actual window size (for events), framebuffer size and DPI scaling value (to correctly scale the contents relative to window size) are platform-dependent. On macOS and iOS, the DPI scaling is done simply by having the framebuffer twice the size while the window size (for events) remains the same. Easy to support. On Linux, a non-DPI-aware app is simply having a really tiny window. The worst behavior of all systems. Next to that, SDL_GetDisplayDPI() returns physical DPI, which is quite useless as the value is usually coming from Xorg display autodetection and is usually just 96, unless one goes extra lengths and supplies a correct value via an xorg.conf. The DE is using a different, user-configurable value for scaling the visuals and this one is available through a Xft.dpi property. To get it, we dlopen() self and dlsym() X11 symbols to get this property. If this fails, it might mean the app doesn't run on X11 (maybe Wayland, maybe something's just messed up, who knows) and then we fall back to SDL_GetDisplayDPI(). Which is usually very wrong, so this is also why I'm implementing two ways to override this -- either via the app Configuration or via a command-line / environment variable. On Emscripten / HTML5, all that's needed is querying device pixel ratio and then requesting canvas size scaled by that. The event coordinates are relative to this size, so there's not much more to handle. Physical canvas size on the page is controlled via CSS, so no issues with stuff being too big or too small apply -- in the worst case, things may be blurry. On Windows, the DPI scaling is something in-between -- if the app presents itself as DPI-aware, window size is treated as real pixels (so one gets really what is asked for, i.e. an 800x600 window on a system with 240 DPI is maybe four centimeters wide). If not, the window is upscaled (and blurried) by the compositor. In order to have correct behavior, I first need to query if the app is DPI-aware and then either scale the requested size or not (to avoid extra huge windows when the app is not marked as DPI aware). That will be done in a later commit.
8 years ago
#ifdef CORRADE_TARGET_APPLE
.setHelp("dpi-scaling", "\n window DPI scaling", "default|framebuffer|<d>|\"<h> <v>\"")
#elif !defined(CORRADE_TARGET_EMSCRIPTEN) && !defined(CORRADE_TARGET_ANDROID)
.setHelp("dpi-scaling", "\n window DPI scaling", "default|virtual|physical|<d>|\"<h> <v>\"")
#else
.setHelp("dpi-scaling", "\n window DPI scaling", "default|physical|<d>|\"<h> <v>\"")
#endif
;
return args;
}
#ifdef _MAGNUM_PLATFORM_USE_X11
Float x11DpiScaling() {
Platform: initial HiDPI support in SDL2 app on Linux and Emscripten. This is quite complex, actually. The end goal is: when I request an 800x600 window, it should create a window of the same physical size as an 800x600 window would have on a system default DPI. After that, the actual window size (for events), framebuffer size and DPI scaling value (to correctly scale the contents relative to window size) are platform-dependent. On macOS and iOS, the DPI scaling is done simply by having the framebuffer twice the size while the window size (for events) remains the same. Easy to support. On Linux, a non-DPI-aware app is simply having a really tiny window. The worst behavior of all systems. Next to that, SDL_GetDisplayDPI() returns physical DPI, which is quite useless as the value is usually coming from Xorg display autodetection and is usually just 96, unless one goes extra lengths and supplies a correct value via an xorg.conf. The DE is using a different, user-configurable value for scaling the visuals and this one is available through a Xft.dpi property. To get it, we dlopen() self and dlsym() X11 symbols to get this property. If this fails, it might mean the app doesn't run on X11 (maybe Wayland, maybe something's just messed up, who knows) and then we fall back to SDL_GetDisplayDPI(). Which is usually very wrong, so this is also why I'm implementing two ways to override this -- either via the app Configuration or via a command-line / environment variable. On Emscripten / HTML5, all that's needed is querying device pixel ratio and then requesting canvas size scaled by that. The event coordinates are relative to this size, so there's not much more to handle. Physical canvas size on the page is controlled via CSS, so no issues with stuff being too big or too small apply -- in the worst case, things may be blurry. On Windows, the DPI scaling is something in-between -- if the app presents itself as DPI-aware, window size is treated as real pixels (so one gets really what is asked for, i.e. an 800x600 window on a system with 240 DPI is maybe four centimeters wide). If not, the window is upscaled (and blurried) by the compositor. In order to have correct behavior, I first need to query if the app is DPI-aware and then either scale the requested size or not (to avoid extra huge windows when the app is not marked as DPI aware). That will be done in a later commit.
8 years ago
/* If the end app links to X11, these symbols will be available in a global
scope and we can use that to query the DPI. If not, then those symbols
won't be and that's okay -- it may be using Wayland or something else. */
void* xlib = dlopen(nullptr, RTLD_NOW|RTLD_GLOBAL);
Containers::ScopeGuard closeXlib{xlib, dlclose};
Platform: initial HiDPI support in SDL2 app on Linux and Emscripten. This is quite complex, actually. The end goal is: when I request an 800x600 window, it should create a window of the same physical size as an 800x600 window would have on a system default DPI. After that, the actual window size (for events), framebuffer size and DPI scaling value (to correctly scale the contents relative to window size) are platform-dependent. On macOS and iOS, the DPI scaling is done simply by having the framebuffer twice the size while the window size (for events) remains the same. Easy to support. On Linux, a non-DPI-aware app is simply having a really tiny window. The worst behavior of all systems. Next to that, SDL_GetDisplayDPI() returns physical DPI, which is quite useless as the value is usually coming from Xorg display autodetection and is usually just 96, unless one goes extra lengths and supplies a correct value via an xorg.conf. The DE is using a different, user-configurable value for scaling the visuals and this one is available through a Xft.dpi property. To get it, we dlopen() self and dlsym() X11 symbols to get this property. If this fails, it might mean the app doesn't run on X11 (maybe Wayland, maybe something's just messed up, who knows) and then we fall back to SDL_GetDisplayDPI(). Which is usually very wrong, so this is also why I'm implementing two ways to override this -- either via the app Configuration or via a command-line / environment variable. On Emscripten / HTML5, all that's needed is querying device pixel ratio and then requesting canvas size scaled by that. The event coordinates are relative to this size, so there's not much more to handle. Physical canvas size on the page is controlled via CSS, so no issues with stuff being too big or too small apply -- in the worst case, things may be blurry. On Windows, the DPI scaling is something in-between -- if the app presents itself as DPI-aware, window size is treated as real pixels (so one gets really what is asked for, i.e. an 800x600 window on a system with 240 DPI is maybe four centimeters wide). If not, the window is upscaled (and blurried) by the compositor. In order to have correct behavior, I first need to query if the app is DPI-aware and then either scale the requested size or not (to avoid extra huge windows when the app is not marked as DPI aware). That will be done in a later commit.
8 years ago
#ifdef __GNUC__ /* http://www.mr-edd.co.uk/blog/supressing_gcc_warnings */
__extension__
#endif
auto xOpenDisplay = reinterpret_cast<Display*(*)(char*)>(dlsym(xlib, "XOpenDisplay"));
#ifdef __GNUC__ /* http://www.mr-edd.co.uk/blog/supressing_gcc_warnings */
__extension__
#endif
auto xCloseDisplay = reinterpret_cast<int(*)(Display*)>(dlsym(xlib, "XCloseDisplay"));
#ifdef __GNUC__ /* http://www.mr-edd.co.uk/blog/supressing_gcc_warnings */
__extension__
#endif
auto xResourceManagerString = reinterpret_cast<char*(*)(Display*)>(dlsym(xlib, "XResourceManagerString"));
#ifdef __GNUC__ /* http://www.mr-edd.co.uk/blog/supressing_gcc_warnings */
__extension__
#endif
auto xrmGetStringDatabase = reinterpret_cast<XrmDatabase(*)(const char*)>(dlsym(xlib, "XrmGetStringDatabase"));
#ifdef __GNUC__ /* http://www.mr-edd.co.uk/blog/supressing_gcc_warnings */
__extension__
#endif
auto xrmGetResource = reinterpret_cast<int(*)(XrmDatabase, const char*, const char*, char**, XrmValue*)>(dlsym(xlib, "XrmGetResource"));
#ifdef __GNUC__ /* http://www.mr-edd.co.uk/blog/supressing_gcc_warnings */
__extension__
#endif
auto xrmDestroyDatabase = reinterpret_cast<void(*)(XrmDatabase)>(dlsym(xlib, "XrmDestroyDatabase"));
if(!xOpenDisplay || !xCloseDisplay || !xResourceManagerString || !xrmGetStringDatabase || !xrmGetResource || !xrmDestroyDatabase) {
Warning{} << "Platform: can't load X11 symbols for getting virtual DPI scaling, falling back to physical DPI";
return {};
}
Display* display = xOpenDisplay(nullptr);
Containers::ScopeGuard closeDisplay{display, xCloseDisplay};
Platform: initial HiDPI support in SDL2 app on Linux and Emscripten. This is quite complex, actually. The end goal is: when I request an 800x600 window, it should create a window of the same physical size as an 800x600 window would have on a system default DPI. After that, the actual window size (for events), framebuffer size and DPI scaling value (to correctly scale the contents relative to window size) are platform-dependent. On macOS and iOS, the DPI scaling is done simply by having the framebuffer twice the size while the window size (for events) remains the same. Easy to support. On Linux, a non-DPI-aware app is simply having a really tiny window. The worst behavior of all systems. Next to that, SDL_GetDisplayDPI() returns physical DPI, which is quite useless as the value is usually coming from Xorg display autodetection and is usually just 96, unless one goes extra lengths and supplies a correct value via an xorg.conf. The DE is using a different, user-configurable value for scaling the visuals and this one is available through a Xft.dpi property. To get it, we dlopen() self and dlsym() X11 symbols to get this property. If this fails, it might mean the app doesn't run on X11 (maybe Wayland, maybe something's just messed up, who knows) and then we fall back to SDL_GetDisplayDPI(). Which is usually very wrong, so this is also why I'm implementing two ways to override this -- either via the app Configuration or via a command-line / environment variable. On Emscripten / HTML5, all that's needed is querying device pixel ratio and then requesting canvas size scaled by that. The event coordinates are relative to this size, so there's not much more to handle. Physical canvas size on the page is controlled via CSS, so no issues with stuff being too big or too small apply -- in the worst case, things may be blurry. On Windows, the DPI scaling is something in-between -- if the app presents itself as DPI-aware, window size is treated as real pixels (so one gets really what is asked for, i.e. an 800x600 window on a system with 240 DPI is maybe four centimeters wide). If not, the window is upscaled (and blurried) by the compositor. In order to have correct behavior, I first need to query if the app is DPI-aware and then either scale the requested size or not (to avoid extra huge windows when the app is not marked as DPI aware). That will be done in a later commit.
8 years ago
const char* rms = xResourceManagerString(display);
if(rms) {
XrmDatabase db = xrmGetStringDatabase(rms);
CORRADE_INTERNAL_ASSERT(db);
Containers::ScopeGuard closeDb{db, xrmDestroyDatabase};
XrmValue value;
char* type{};
if(xrmGetResource(db, "Xft.dpi", "Xft.Dpi", &type, &value)) {
if(type && strcmp(type, "String") == 0) {
const float scaling = std::stof(value.addr)/96.0f;
CORRADE_INTERNAL_ASSERT(scaling);
return scaling;
}
Platform: initial HiDPI support in SDL2 app on Linux and Emscripten. This is quite complex, actually. The end goal is: when I request an 800x600 window, it should create a window of the same physical size as an 800x600 window would have on a system default DPI. After that, the actual window size (for events), framebuffer size and DPI scaling value (to correctly scale the contents relative to window size) are platform-dependent. On macOS and iOS, the DPI scaling is done simply by having the framebuffer twice the size while the window size (for events) remains the same. Easy to support. On Linux, a non-DPI-aware app is simply having a really tiny window. The worst behavior of all systems. Next to that, SDL_GetDisplayDPI() returns physical DPI, which is quite useless as the value is usually coming from Xorg display autodetection and is usually just 96, unless one goes extra lengths and supplies a correct value via an xorg.conf. The DE is using a different, user-configurable value for scaling the visuals and this one is available through a Xft.dpi property. To get it, we dlopen() self and dlsym() X11 symbols to get this property. If this fails, it might mean the app doesn't run on X11 (maybe Wayland, maybe something's just messed up, who knows) and then we fall back to SDL_GetDisplayDPI(). Which is usually very wrong, so this is also why I'm implementing two ways to override this -- either via the app Configuration or via a command-line / environment variable. On Emscripten / HTML5, all that's needed is querying device pixel ratio and then requesting canvas size scaled by that. The event coordinates are relative to this size, so there's not much more to handle. Physical canvas size on the page is controlled via CSS, so no issues with stuff being too big or too small apply -- in the worst case, things may be blurry. On Windows, the DPI scaling is something in-between -- if the app presents itself as DPI-aware, window size is treated as real pixels (so one gets really what is asked for, i.e. an 800x600 window on a system with 240 DPI is maybe four centimeters wide). If not, the window is upscaled (and blurried) by the compositor. In order to have correct behavior, I first need to query if the app is DPI-aware and then either scale the requested size or not (to avoid extra huge windows when the app is not marked as DPI aware). That will be done in a later commit.
8 years ago
}
}
Warning{} << "Platform: can't get Xft.dpi property for virtual DPI scaling, falling back to physical DPI";
return {};
}
#endif
#ifdef CORRADE_TARGET_EMSCRIPTEN
Float emscriptenDpiScaling() {
Platform: initial HiDPI support in SDL2 app on Linux and Emscripten. This is quite complex, actually. The end goal is: when I request an 800x600 window, it should create a window of the same physical size as an 800x600 window would have on a system default DPI. After that, the actual window size (for events), framebuffer size and DPI scaling value (to correctly scale the contents relative to window size) are platform-dependent. On macOS and iOS, the DPI scaling is done simply by having the framebuffer twice the size while the window size (for events) remains the same. Easy to support. On Linux, a non-DPI-aware app is simply having a really tiny window. The worst behavior of all systems. Next to that, SDL_GetDisplayDPI() returns physical DPI, which is quite useless as the value is usually coming from Xorg display autodetection and is usually just 96, unless one goes extra lengths and supplies a correct value via an xorg.conf. The DE is using a different, user-configurable value for scaling the visuals and this one is available through a Xft.dpi property. To get it, we dlopen() self and dlsym() X11 symbols to get this property. If this fails, it might mean the app doesn't run on X11 (maybe Wayland, maybe something's just messed up, who knows) and then we fall back to SDL_GetDisplayDPI(). Which is usually very wrong, so this is also why I'm implementing two ways to override this -- either via the app Configuration or via a command-line / environment variable. On Emscripten / HTML5, all that's needed is querying device pixel ratio and then requesting canvas size scaled by that. The event coordinates are relative to this size, so there's not much more to handle. Physical canvas size on the page is controlled via CSS, so no issues with stuff being too big or too small apply -- in the worst case, things may be blurry. On Windows, the DPI scaling is something in-between -- if the app presents itself as DPI-aware, window size is treated as real pixels (so one gets really what is asked for, i.e. an 800x600 window on a system with 240 DPI is maybe four centimeters wide). If not, the window is upscaled (and blurried) by the compositor. In order to have correct behavior, I first need to query if the app is DPI-aware and then either scale the requested size or not (to avoid extra huge windows when the app is not marked as DPI aware). That will be done in a later commit.
8 years ago
return Float(emscripten_get_device_pixel_ratio());
}
#endif
#if defined(CORRADE_TARGET_WINDOWS) && !defined(CORRADE_TARGET_WINDOWS_RT)
bool isWindowsAppDpiAware() {
/** @todo use GetWindowDpiAwarenessContext() (since Windows 10)? I think
it's not needed for a simple boolean return value. */
#ifdef DPI_ENUMS_DECLARED
/* The GetProcessDpiAwareness() function is available only since Windows
8.1, so load it manually to avoid a link-time error when building for
Windows 7. Also, the shellscalingapi.h include might not be available
on older MinGW, so it's guarded by __has_include(). Here, if the
DPI_ENUMS_DECLARED define is present, the header exists and has what we
need. */
HMODULE const shcore = GetModuleHandleA("Shcore.dll");
if(shcore) {
auto* const getProcessDpiAwareness = reinterpret_cast<HRESULT(WINAPI *)(HANDLE, PROCESS_DPI_AWARENESS*)>(GetProcAddress(shcore, "GetProcessDpiAwareness"));
PROCESS_DPI_AWARENESS result{};
return getProcessDpiAwareness && getProcessDpiAwareness(nullptr, &result) == S_OK && result != PROCESS_DPI_UNAWARE;
}
#endif
/* IsProcessDPIAware() is available since Windows Vista. At this point we
can require it (XP support? haha no), so assert that everything works
correctly. */
HMODULE const user32 = GetModuleHandleA("User32.dll");
CORRADE_INTERNAL_ASSERT(user32);
auto const isProcessDPIAware = reinterpret_cast<BOOL(WINAPI *)()>(GetProcAddress(user32, "IsProcessDPIAware"));
CORRADE_INTERNAL_ASSERT(isProcessDPIAware);
return isProcessDPIAware();
}
#endif
}}}
Platform: initial HiDPI support in SDL2 app on Linux and Emscripten. This is quite complex, actually. The end goal is: when I request an 800x600 window, it should create a window of the same physical size as an 800x600 window would have on a system default DPI. After that, the actual window size (for events), framebuffer size and DPI scaling value (to correctly scale the contents relative to window size) are platform-dependent. On macOS and iOS, the DPI scaling is done simply by having the framebuffer twice the size while the window size (for events) remains the same. Easy to support. On Linux, a non-DPI-aware app is simply having a really tiny window. The worst behavior of all systems. Next to that, SDL_GetDisplayDPI() returns physical DPI, which is quite useless as the value is usually coming from Xorg display autodetection and is usually just 96, unless one goes extra lengths and supplies a correct value via an xorg.conf. The DE is using a different, user-configurable value for scaling the visuals and this one is available through a Xft.dpi property. To get it, we dlopen() self and dlsym() X11 symbols to get this property. If this fails, it might mean the app doesn't run on X11 (maybe Wayland, maybe something's just messed up, who knows) and then we fall back to SDL_GetDisplayDPI(). Which is usually very wrong, so this is also why I'm implementing two ways to override this -- either via the app Configuration or via a command-line / environment variable. On Emscripten / HTML5, all that's needed is querying device pixel ratio and then requesting canvas size scaled by that. The event coordinates are relative to this size, so there's not much more to handle. Physical canvas size on the page is controlled via CSS, so no issues with stuff being too big or too small apply -- in the worst case, things may be blurry. On Windows, the DPI scaling is something in-between -- if the app presents itself as DPI-aware, window size is treated as real pixels (so one gets really what is asked for, i.e. an 800x600 window on a system with 240 DPI is maybe four centimeters wide). If not, the window is upscaled (and blurried) by the compositor. In order to have correct behavior, I first need to query if the app is DPI-aware and then either scale the requested size or not (to avoid extra huge windows when the app is not marked as DPI aware). That will be done in a later commit.
8 years ago
#endif