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GUI should be DPI-aware #168
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Modern games are DPI aware - they have to be if they are cross-platform when it comes to smartphone, tablet, laptop, PC or TV screens. Or if you have several monitors with different DPI on your PC and move the window around. Nice that you are looking into this! |
I found another issue in this regard with the default resolution of GD3DD11, because GD3D11/D3D11Engine/GothicGraphicsState.h Lines 655 to 659 in 053172f
Should I look into this or are you already updating every DPI dependent aspect? |
yea, "AntTweakBar" (CTRL+F11) itself only barely supports "high dpi" by upscaling fontsizes and the renderers own d2d11 interface (F11) doesn't support any dynamic sizing at all. luckily in d2d11 world, scaling something is clean and sharp. But correcting all calculations and adding a scaling factor (96/DPI) is a bit of hit and miss. if i were to force DPI aware manifests with the renderer, a bunch of union plugins which use windowing apis would break, as windows usually accomodates for "no high dpi support" by doing the transformations for the application. Like Union/Systempack itself for the UI Scaling, it doesn't depend on DPI but merely scales the UI by the specified factor. Thus my only choice to correct this while being as compatible as possible with future and past OSes is to ignore "correct DPI awareness" but implement it anyway |
To Reproduce
Monitor with 3840x2160 resolution, 27 inches and 150% scaling in Windows.
Also in Systempack
Scale=1.5
.With the systempack setting everything is rendered correctly in Gothic, but all menus from GD3DD11 do not change their scaling.
Expected behavior
The scaling setting from the Systempack could be used.
The preferred solution would be for GD3DD11 to implement the corresponding high-DPI APIs so that manual specification of the scaling is no longer necessary.
Screenshots
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