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Fix high-DPI rendering/input on Windows #9216

Merged
merged 2 commits into from
Jan 16, 2017
Merged

Fix high-DPI rendering/input on Windows #9216

merged 2 commits into from
Jan 16, 2017

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hrydgard
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@hrydgard hrydgard commented Jan 16, 2017

Turns out this has been broken for a while (well, never working, but since we specified that we were DPI-aware while we really weren't on Windows, things have been wrong).

Also, I'd really like to use modern per-monitor DPI but we can't (without really dirty hacking) as long as we keep XP compatibility, because the XP-compatible Windows SDK only supports up to Windows 7 features, while per-monitor DPI is an 8.1 feature.

Before, on a 4k laptop:
bad

After:
proper

Note the razor sharp text and proper proportions.

@ghost
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ghost commented Jan 16, 2017

Sorry, but WHO! use Windows XP? :)

@hrydgard
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Agree, it's probably time to drop it. But it's a separate issue, most of this work will apply with a modern solution too.

@hrydgard hrydgard merged commit d91f826 into master Jan 16, 2017
@hrydgard hrydgard deleted the windows-dpi-fix branch January 16, 2017 14:32
@LunaMoo
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LunaMoo commented Jan 16, 2017

@hrydgard why remove smallWindow condition?:3
Not like I'm using it, but it was making x1 window size usable. If it affects other platforms android with hardware resolution set to x1 ~ which might be popular ~ will also not fit on screen.

Also noticed when there's too many things on the list or the names are too long, things doesn't get wrapped correctly and fly all around window:
ui
but that might be related to some earlier thin3D changes. Edit: oh yeah, wrapping works in d3d backend, so maybe some coords need to be inverted.

@hrydgard
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Woops, that was not intended... I meant to fix smallWindow but forgot to check that it worked, and I obviously didn't get it right.

It will return soon!

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2 participants