Android: Improve UI scaling on smaller high-density displays (#7834)
* Android: Improve UI scaling on smaller high-density displaysmaster
parent
e5a37543cc
commit
3b11288989
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@ -237,9 +237,10 @@ local function formspec(tabview, name, tabdata)
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if core.settings:get("touchscreen_threshold") ~= nil then
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if core.settings:get("touchscreen_threshold") ~= nil then
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tab_string = tab_string ..
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tab_string = tab_string ..
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"label[4.3,4.1;" .. fgettext("Touchthreshold (px)") .. "]" ..
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"label[4.3,4.2;" .. fgettext("Touchthreshold: (px)") .. "]" ..
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"dropdown[3.85,4.55;3.85;dd_touchthreshold;0,10,20,30,40,50;" ..
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"dropdown[4.25,4.65;3.5;dd_touchthreshold;0,10,20,30,40,50;" ..
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((tonumber(core.settings:get("touchscreen_threshold")) / 10) + 1) .. "]"
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((tonumber(core.settings:get("touchscreen_threshold")) / 10) + 1) ..
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"]box[4.0,4.5;3.75,1.0;#999999]"
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end
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end
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if shaders_enabled then
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if shaders_enabled then
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@ -38,6 +38,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#if USE_SOUND
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#if USE_SOUND
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#include "sound_openal.h"
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#include "sound_openal.h"
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#endif
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#endif
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#ifdef __ANDROID__
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#include "porting.h"
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#endif
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/* mainmenumanager.h
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/* mainmenumanager.h
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*/
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*/
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@ -127,7 +130,30 @@ bool ClientLauncher::run(GameParams &game_params, const Settings &cmd_args)
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skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255, 0, 0, 0));
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skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255, 0, 0, 0));
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skin->setColor(gui::EGDC_HIGH_LIGHT, video::SColor(255, 70, 120, 50));
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skin->setColor(gui::EGDC_HIGH_LIGHT, video::SColor(255, 70, 120, 50));
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skin->setColor(gui::EGDC_HIGH_LIGHT_TEXT, video::SColor(255, 255, 255, 255));
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skin->setColor(gui::EGDC_HIGH_LIGHT_TEXT, video::SColor(255, 255, 255, 255));
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#ifdef __ANDROID__
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float density = porting::getDisplayDensity();
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skin->setSize(gui::EGDS_CHECK_BOX_WIDTH, (s32)(17.0f * density));
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skin->setSize(gui::EGDS_SCROLLBAR_SIZE, (s32)(14.0f * density));
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skin->setSize(gui::EGDS_WINDOW_BUTTON_WIDTH, (s32)(15.0f * density));
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if (density > 1.5f) {
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std::string sprite_path = porting::path_user + "/textures/base/pack/";
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if (density > 3.5f)
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sprite_path.append("checkbox_64.png");
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else if (density > 2.0f)
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sprite_path.append("checkbox_32.png");
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else
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sprite_path.append("checkbox_16.png");
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// Texture dimensions should be a power of 2
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gui::IGUISpriteBank *sprites = skin->getSpriteBank();
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video::IVideoDriver *driver = RenderingEngine::get_video_driver();
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video::ITexture *sprite_texture = driver->getTexture(sprite_path.c_str());
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if (sprite_texture) {
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s32 sprite_id = sprites->addTextureAsSprite(sprite_texture);
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if (sprite_id != -1)
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skin->setIcon(gui::EGDI_CHECK_BOX_CHECKED, sprite_id);
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}
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}
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#endif
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g_fontengine = new FontEngine(g_settings, guienv);
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g_fontengine = new FontEngine(g_settings, guienv);
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FATAL_ERROR_IF(g_fontengine == NULL, "Font engine creation failed.");
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FATAL_ERROR_IF(g_fontengine == NULL, "Font engine creation failed.");
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@ -284,12 +284,13 @@ void GUIFormSpecMenu::parseSize(parserData* data, const std::string &element)
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data->invsize.Y = MYMAX(0, stof(parts[1]));
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data->invsize.Y = MYMAX(0, stof(parts[1]));
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lockSize(false);
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lockSize(false);
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#ifndef __ANDROID__
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if (parts.size() == 3) {
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if (parts.size() == 3) {
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if (parts[2] == "true") {
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if (parts[2] == "true") {
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lockSize(true,v2u32(800,600));
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lockSize(true,v2u32(800,600));
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}
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}
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}
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}
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#endif
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data->explicit_size = true;
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data->explicit_size = true;
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return;
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return;
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}
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}
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@ -437,10 +438,11 @@ void GUIFormSpecMenu::parseCheckbox(parserData* data, const std::string &element
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fselected = true;
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fselected = true;
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std::wstring wlabel = translate_string(utf8_to_wide(unescape_string(label)));
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std::wstring wlabel = translate_string(utf8_to_wide(unescape_string(label)));
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s32 spacing = Environment->getSkin()->getSize(gui::EGDS_CHECK_BOX_WIDTH) + 7;
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core::rect<s32> rect = core::rect<s32>(
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core::rect<s32> rect = core::rect<s32>(
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pos.X, pos.Y + ((imgsize.Y / 2) - m_btn_height),
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pos.X, pos.Y + ((imgsize.Y / 2) - m_btn_height),
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pos.X + m_font->getDimension(wlabel.c_str()).Width + 25, // text size + size of checkbox
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pos.X + m_font->getDimension(wlabel.c_str()).Width + spacing,
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pos.Y + ((imgsize.Y / 2) + m_btn_height));
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pos.Y + ((imgsize.Y / 2) + m_btn_height));
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FieldSpec spec(
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FieldSpec spec(
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@ -2145,8 +2147,19 @@ void GUIFormSpecMenu::regenerateGui(v2u32 screensize)
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// the image size can't be less than 0.3 inch
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// the image size can't be less than 0.3 inch
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// multiplied by gui_scaling, even if this means
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// multiplied by gui_scaling, even if this means
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// the form doesn't fit the screen.
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// the form doesn't fit the screen.
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double prefer_imgsize = mydata.screensize.Y / 15 *
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#ifdef __ANDROID__
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gui_scaling;
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// For mobile devices these magic numbers are
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// different and forms should always use the
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// maximum screen space available.
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double prefer_imgsize = mydata.screensize.Y / 10 * gui_scaling;
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double fitx_imgsize = mydata.screensize.X /
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((12.0 / 8.0) * (0.5 + mydata.invsize.X));
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double fity_imgsize = mydata.screensize.Y /
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((15.0 / 11.0) * (0.85 + mydata.invsize.Y));
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use_imgsize = MYMIN(prefer_imgsize,
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MYMIN(fitx_imgsize, fity_imgsize));
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#else
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double prefer_imgsize = mydata.screensize.Y / 15 * gui_scaling;
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double fitx_imgsize = mydata.screensize.X /
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double fitx_imgsize = mydata.screensize.X /
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((5.0 / 4.0) * (0.5 + mydata.invsize.X));
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((5.0 / 4.0) * (0.5 + mydata.invsize.X));
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double fity_imgsize = mydata.screensize.Y /
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double fity_imgsize = mydata.screensize.Y /
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@ -2155,6 +2168,7 @@ void GUIFormSpecMenu::regenerateGui(v2u32 screensize)
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double min_imgsize = 0.3 * screen_dpi * gui_scaling;
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double min_imgsize = 0.3 * screen_dpi * gui_scaling;
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use_imgsize = MYMAX(min_imgsize, MYMIN(prefer_imgsize,
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use_imgsize = MYMAX(min_imgsize, MYMIN(prefer_imgsize,
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MYMIN(fitx_imgsize, fity_imgsize)));
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MYMIN(fitx_imgsize, fity_imgsize)));
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#endif
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}
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}
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// Everything else is scaled in proportion to the
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// Everything else is scaled in proportion to the
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@ -78,10 +78,12 @@ GUITable::GUITable(gui::IGUIEnvironment *env,
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setTabStop(true);
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setTabStop(true);
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setTabOrder(-1);
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setTabOrder(-1);
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updateAbsolutePosition();
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updateAbsolutePosition();
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float density = RenderingEngine::getDisplayDensity();
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#ifdef __ANDROID__
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density = 1; // dp scaling is applied by the skin
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#endif
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core::rect<s32> relative_rect = m_scrollbar->getRelativePosition();
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core::rect<s32> relative_rect = m_scrollbar->getRelativePosition();
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s32 width = (relative_rect.getWidth()/(2.0/3.0)) *
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s32 width = (relative_rect.getWidth() / (2.0 / 3.0)) * density *
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RenderingEngine::getDisplayDensity() *
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g_settings->getFloat("gui_scaling");
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g_settings->getFloat("gui_scaling");
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m_scrollbar->setRelativePosition(core::rect<s32>(
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m_scrollbar->setRelativePosition(core::rect<s32>(
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relative_rect.LowerRightCorner.X-width,relative_rect.UpperLeftCorner.Y,
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relative_rect.LowerRightCorner.X-width,relative_rect.UpperLeftCorner.Y,
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After Width: | Height: | Size: 288 B |
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After Width: | Height: | Size: 436 B |
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After Width: | Height: | Size: 766 B |
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