diff --git a/src/gui/guiFormSpecMenu.cpp b/src/gui/guiFormSpecMenu.cpp index 98392f3c0..f702b40bf 100644 --- a/src/gui/guiFormSpecMenu.cpp +++ b/src/gui/guiFormSpecMenu.cpp @@ -3112,42 +3112,42 @@ void GUIFormSpecMenu::regenerateGui(v2u32 screensize) // and default scaling (1.00). use_imgsize = 0.5555 * screen_dpi * gui_scaling; } else { - // In variable-size mode, we prefer to make the - // inventory image size 1/15 of screen height, - // multiplied by the gui_scaling config parameter. - // If the preferred size won't fit the whole - // form on the screen, either horizontally or - // vertically, then we scale it down to fit. - // (The magic numbers in the computation of what - // fits arise from the scaling factors in the - // following stanza, including the form border, - // help text space, and 0.1 inventory slot spare.) - // However, a minimum size is also set, that - // the image size can't be less than 0.3 inch - // multiplied by gui_scaling, even if this means - // the form doesn't fit the screen. + // Variables for the maximum imgsize that can fit in the screen. + double fitx_imgsize; + double fity_imgsize; + + // Pad the screensize with 5% of the screensize on all sides to ensure + // that even the largest formspecs don't touch the screen borders. + v2f padded_screensize( + mydata.screensize.X * 0.9f, + mydata.screensize.Y * 0.9f + ); + + if (mydata.real_coordinates) { + fitx_imgsize = padded_screensize.X / mydata.invsize.X; + fity_imgsize = padded_screensize.Y / mydata.invsize.Y; + } else { + // The maximum imgsize in the old coordinate system also needs to + // factor in padding and spacing along with 0.1 inventory slot spare + // and help text space, hence the magic numbers. + fitx_imgsize = padded_screensize.X / + ((5.0 / 4.0) * (0.5 + mydata.invsize.X)); + fity_imgsize = padded_screensize.Y / + ((15.0 / 13.0) * (0.85 + mydata.invsize.Y)); + } + #ifdef __ANDROID__ - // For mobile devices these magic numbers are - // different and forms should always use the - // maximum screen space available. - double prefer_imgsize = mydata.screensize.Y / 10 * gui_scaling; - double fitx_imgsize = mydata.screensize.X / - ((12.0 / 8.0) * (0.5 + mydata.invsize.X)); - double fity_imgsize = mydata.screensize.Y / - ((15.0 / 11.0) * (0.85 + mydata.invsize.Y)); - use_imgsize = MYMIN(prefer_imgsize, - MYMIN(fitx_imgsize, fity_imgsize)); + // In Android, the preferred imgsize should be larger to accommodate the + // smaller screensize. + double prefer_imgsize = padded_screensize.Y / 10 * gui_scaling; #else - double prefer_imgsize = mydata.screensize.Y / 15 * gui_scaling; - double fitx_imgsize = mydata.screensize.X / - ((5.0 / 4.0) * (0.5 + mydata.invsize.X)); - double fity_imgsize = mydata.screensize.Y / - ((15.0 / 13.0) * (0.85 * mydata.invsize.Y)); - double screen_dpi = RenderingEngine::getDisplayDensity() * 96; - double min_imgsize = 0.3 * screen_dpi * gui_scaling; - use_imgsize = MYMAX(min_imgsize, MYMIN(prefer_imgsize, - MYMIN(fitx_imgsize, fity_imgsize))); + // Desktop computers have more space, so try to fit 15 coordinates. + double prefer_imgsize = padded_screensize.Y / 15 * gui_scaling; #endif + // Try to use the preferred imgsize, but if that's bigger than the maximum + // size, use the maximum size. + use_imgsize = std::min(prefer_imgsize, + std::min(fitx_imgsize, fity_imgsize)); } // Everything else is scaled in proportion to the