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[macOS, 3.2] Implement seamless display scaling.
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@@ -112,22 +112,31 @@ Error EditorRun::run(const String &p_scene, const String &p_custom_args, const L
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}
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int window_placement = EditorSettings::get_singleton()->get("run/window_placement/rect");
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bool hidpi_proj = ProjectSettings::get_singleton()->get("display/window/dpi/allow_hidpi");
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int display_scale = 1;
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if (OS::get_singleton()->is_hidpi_allowed()) {
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if (hidpi_proj) {
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display_scale = 1; // Both editor and project runs in hiDPI mode, do not scale.
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} else {
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display_scale = OS::get_singleton()->get_screen_max_scale(); // Editor is in hiDPI mode, project is not, scale down.
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}
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} else {
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if (hidpi_proj) {
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display_scale = (1.f / OS::get_singleton()->get_screen_max_scale()); // Editor is not in hiDPI mode, project is, scale up.
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} else {
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display_scale = 1; // Both editor and project runs in lowDPI mode, do not scale.
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}
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}
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screen_rect.position /= display_scale;
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screen_rect.size /= display_scale;
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switch (window_placement) {
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case 0: { // top left
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args.push_back("--position");
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args.push_back(itos(screen_rect.position.x) + "," + itos(screen_rect.position.y));
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} break;
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case 1: { // centered
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int display_scale = 1;
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#ifdef OSX_ENABLED
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if (OS::get_singleton()->get_screen_dpi(screen) >= 192 && OS::get_singleton()->get_screen_size(screen).x > 2000) {
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display_scale = 2;
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}
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#endif
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Vector2 pos = screen_rect.position + ((screen_rect.size / display_scale - desired_size) / 2).floor();
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Vector2 pos = screen_rect.position + ((screen_rect.size - desired_size) / 2).floor();
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args.push_back("--position");
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args.push_back(itos(pos.x) + "," + itos(pos.y));
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} break;
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@@ -142,10 +151,8 @@ Error EditorRun::run(const String &p_scene, const String &p_custom_args, const L
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args.push_back("--position");
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args.push_back(itos(pos.x) + "," + itos(pos.y));
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args.push_back("--maximized");
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} break;
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case 4: { // force fullscreen
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Vector2 pos = screen_rect.position;
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args.push_back("--position");
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args.push_back(itos(pos.x) + "," + itos(pos.y));
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