def on_framebuffer_resize(self, window, w, h): """Updates windows/UI sizes and redraws the UI with correct HDPI scaling.""" self.framebuffer_size = w, h if self.is_minimized(): return # NOTE: macOS and some Linux versions with the wayland display server have an # upscaled framebuffer when using a high-DPI monitor. This means that screen # coordinates != pixel coordinates. We need to know if this is the case in order # to transform UI input into the right coordinates, so we check for this case # here. window_size = glfw.glfwGetWindowSize(window) self.has_scaled_framebuffer = window_size != self.framebuffer_size # Always clear buffers on resize to make sure that the black stripes left/right # are black and not polluted from previous frames. Make sure this is applied on # the whole window and not within glViewport! gl_utils.glClear(gl_utils.GL_COLOR_BUFFER_BIT) gl_utils.glClearColor(0, 0, 0, 1) self.hdpi_factor = glfw.glfwGetWindowContentScale(window)[0] self.gui.scale = self.gui_user_scale * self.hdpi_factor with self.use_content_area() as (x, y, content_w, content_h): # update GUI window to full window self.gui.update_window(w, h) # update content container to content square # NOTE: since this is part of the UI, it will be affected by the gui # scaling, but we actually need real coordinates, so we need to convert it # back. self.cont.outline = ui.FitBox( ui.Vec2(x // self.hdpi_factor, y // self.hdpi_factor), ui.Vec2(content_w // self.hdpi_factor, content_h // self.hdpi_factor), ) self.draw_texture() self.gui.collect_menus() self.update_gui() gl_utils.glFlush() glfw.glfwSwapBuffers(self._window)
def hdpi_changed(self): return self.hdpi_factor != glfw.glfwGetWindowContentScale( self._window)[0]