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WindowServer: Make HighDPI aware

Almost all logic stays in "logical" (unscaled coordinates), which
means the patch is small and things like DnD, window moving and
resizing, menu handling, menuapplets, etc all work without changes.

Screen knows about phyiscal coordinates and mouse handling internally is
in physical coordinates (so that two 1 pixel movements in succession can
translate to one 1 logical coordinate mouse movement -- only a single
event is sent in this case, on the 2nd moved pixel).

Compositor also knows about physical pixels for its backbuffers. This is
a temporary state -- in a follow-up, I'll try to let Bitmaps know about
their intrinsic scale, then Compositor won't have to know about pixels
any longer. Most of Compositor's logic stays in view units, just
blitting to and from back buffers and the cursor save buffer has to be
done in pixels. The back buffer Painter gets a scale applied which
transparently handles all drawing. (But since the backbuffer and cursor
save buffer are also HighDPI, they currently need to be drawn using a
hack temporary unscaled Painter object. This will also go away once
Bitmaps know about their intrinsic scale.)

With this, editing WindowServer.ini to say

  Width=800
  Height=600
  ScaleFactor=2

and booting brings up a fully-functional HighDPI UI.
(Except for minimizing windows, which will crash the window server
until #4932 is merged. And I didn't test the window switcher since the
win-tab shortcut doesn't work on my system.) It's all pixel-scaled,
but it looks pretty decent :^)
This commit is contained in:
Nico Weber 2021-01-15 10:58:55 -05:00 committed by Andreas Kling
parent 867807fb2b
commit e87b8a79ed
5 changed files with 84 additions and 53 deletions

View file

@ -41,24 +41,32 @@ const unsigned scroll_step_size_min = 1;
class Screen {
public:
Screen(unsigned width, unsigned height);
Screen(unsigned width, unsigned height, int scale_factor);
~Screen();
bool set_resolution(int width, int height);
bool set_resolution(int width, int height, int scale_factor);
bool can_set_buffer() { return m_can_set_buffer; }
void set_buffer(int index);
int physical_width() const { return width() * scale_factor(); }
int physical_height() const { return height() * scale_factor(); }
size_t pitch() const { return m_pitch; }
int width() const { return m_width; }
int height() const { return m_height; }
size_t pitch() const { return m_pitch; }
int scale_factor() const { return m_scale_factor; }
Gfx::RGBA32* scanline(int y);
static Screen& the();
Gfx::IntSize size() const { return { width(), height() }; }
Gfx::IntRect rect() const { return { 0, 0, width(), height() }; }
Gfx::IntSize physical_size() const { return { physical_width(), physical_height() }; }
Gfx::IntRect physical_rect() const { return { { 0, 0 }, physical_size() }; }
Gfx::IntPoint cursor_location() const { return m_cursor_location; }
Gfx::IntSize size() const { return { width(), height() }; }
Gfx::IntRect rect() const { return { { 0, 0 }, size() }; }
Gfx::IntPoint cursor_location() const { return m_physical_cursor_location / m_scale_factor; }
unsigned mouse_button_state() const { return m_mouse_button_state; }
double acceleration_factor() const { return m_acceleration_factor; }
@ -71,7 +79,7 @@ public:
void on_receive_keyboard_data(::KeyEvent);
private:
void on_change_resolution(int pitch, int width, int height);
void on_change_resolution(int pitch, int physical_width, int physical_height, int scale_factor);
size_t m_size_in_bytes;
@ -82,8 +90,9 @@ private:
int m_width { 0 };
int m_height { 0 };
int m_framebuffer_fd { -1 };
int m_scale_factor { 1 };
Gfx::IntPoint m_cursor_location;
Gfx::IntPoint m_physical_cursor_location;
unsigned m_mouse_button_state { 0 };
unsigned m_modifiers { 0 };
double m_acceleration_factor { 1.0 };