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Teach the mid-end about device pixel ratios
The device pixel ratio indicates how many physical pixels there are in the platonic ideal of a pixel, at least approximately. In Web browsers, the device pixel ratio is used to represent "retina" displays with particularly high pixel densities, and also to reflect user-driven zooming of the page to different text sizes. The mid-end uses the device pixel ratio to adjust the tile size at startup, and can also respond to changes in device pixel ratio by adjusting the time size later. This is accomplished through a new argument to midend_size() which can simply be passed as 1.0 in any front end that doesn't care about this.
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@ -1285,7 +1285,7 @@ static bool check_window_resize(frontend *fe, int cx, int cy,
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* See if we actually got the window size we wanted, and adjust
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* the puzzle size if not.
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*/
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midend_size(fe->me, &x, &y, true);
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midend_size(fe->me, &x, &y, true, 1.0);
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if (x != cx || y != cy) {
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/*
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* Resize the window, now we know what size we _really_
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@ -1611,7 +1611,7 @@ static int fe_set_midend(frontend *fe, midend *me)
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fe->statusbar = NULL;
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get_max_puzzle_size(fe, &x, &y);
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midend_size(fe->me, &x, &y, false);
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midend_size(fe->me, &x, &y, false, 1.0);
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r.left = r.top = 0;
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r.right = x;
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@ -2374,12 +2374,12 @@ static void new_game_size(frontend *fe, float scale)
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int x, y;
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get_max_puzzle_size(fe, &x, &y);
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midend_size(fe->me, &x, &y, false);
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midend_size(fe->me, &x, &y, false, 1.0);
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if (scale != 1.0) {
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x = (int)((float)x * fe->puzz_scale);
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y = (int)((float)y * fe->puzz_scale);
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midend_size(fe->me, &x, &y, true);
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midend_size(fe->me, &x, &y, true, 1.0);
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}
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fe->ymin = (fe->xmin * y) / x;
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