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Android: Improve UI scaling on smaller high-density displays (#7834)
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* Android: Improve UI scaling on smaller high-density displays
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stujones11 authored and nerzhul committed Nov 18, 2018
1 parent e5a3754 commit 3b11288
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Showing 7 changed files with 58 additions and 15 deletions.
7 changes: 4 additions & 3 deletions builtin/mainmenu/tab_settings.lua
Expand Up @@ -237,9 +237,10 @@ local function formspec(tabview, name, tabdata)

if core.settings:get("touchscreen_threshold") ~= nil then
tab_string = tab_string ..
"label[4.3,4.1;" .. fgettext("Touchthreshold (px)") .. "]" ..
"dropdown[3.85,4.55;3.85;dd_touchthreshold;0,10,20,30,40,50;" ..
((tonumber(core.settings:get("touchscreen_threshold")) / 10) + 1) .. "]"
"label[4.3,4.2;" .. fgettext("Touchthreshold: (px)") .. "]" ..
"dropdown[4.25,4.65;3.5;dd_touchthreshold;0,10,20,30,40,50;" ..
((tonumber(core.settings:get("touchscreen_threshold")) / 10) + 1) ..
"]box[4.0,4.5;3.75,1.0;#999999]"
end

if shaders_enabled then
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28 changes: 27 additions & 1 deletion src/client/clientlauncher.cpp
Expand Up @@ -38,6 +38,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#if USE_SOUND
#include "sound_openal.h"
#endif
#ifdef __ANDROID__
#include "porting.h"
#endif

/* mainmenumanager.h
*/
Expand Down Expand Up @@ -127,7 +130,30 @@ bool ClientLauncher::run(GameParams &game_params, const Settings &cmd_args)
skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255, 0, 0, 0));
skin->setColor(gui::EGDC_HIGH_LIGHT, video::SColor(255, 70, 120, 50));
skin->setColor(gui::EGDC_HIGH_LIGHT_TEXT, video::SColor(255, 255, 255, 255));

#ifdef __ANDROID__
float density = porting::getDisplayDensity();
skin->setSize(gui::EGDS_CHECK_BOX_WIDTH, (s32)(17.0f * density));
skin->setSize(gui::EGDS_SCROLLBAR_SIZE, (s32)(14.0f * density));
skin->setSize(gui::EGDS_WINDOW_BUTTON_WIDTH, (s32)(15.0f * density));
if (density > 1.5f) {
std::string sprite_path = porting::path_user + "/textures/base/pack/";
if (density > 3.5f)
sprite_path.append("checkbox_64.png");
else if (density > 2.0f)
sprite_path.append("checkbox_32.png");
else
sprite_path.append("checkbox_16.png");
// Texture dimensions should be a power of 2
gui::IGUISpriteBank *sprites = skin->getSpriteBank();
video::IVideoDriver *driver = RenderingEngine::get_video_driver();
video::ITexture *sprite_texture = driver->getTexture(sprite_path.c_str());
if (sprite_texture) {
s32 sprite_id = sprites->addTextureAsSprite(sprite_texture);
if (sprite_id != -1)
skin->setIcon(gui::EGDI_CHECK_BOX_CHECKED, sprite_id);
}
}
#endif
g_fontengine = new FontEngine(g_settings, guienv);
FATAL_ERROR_IF(g_fontengine == NULL, "Font engine creation failed.");

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30 changes: 22 additions & 8 deletions src/gui/guiFormSpecMenu.cpp
Expand Up @@ -284,12 +284,13 @@ void GUIFormSpecMenu::parseSize(parserData* data, const std::string &element)
data->invsize.Y = MYMAX(0, stof(parts[1]));

lockSize(false);
#ifndef __ANDROID__
if (parts.size() == 3) {
if (parts[2] == "true") {
lockSize(true,v2u32(800,600));
}
}

#endif
data->explicit_size = true;
return;
}
Expand Down Expand Up @@ -437,11 +438,12 @@ void GUIFormSpecMenu::parseCheckbox(parserData* data, const std::string &element
fselected = true;

std::wstring wlabel = translate_string(utf8_to_wide(unescape_string(label)));
s32 spacing = Environment->getSkin()->getSize(gui::EGDS_CHECK_BOX_WIDTH) + 7;

core::rect<s32> rect = core::rect<s32>(
pos.X, pos.Y + ((imgsize.Y/2) - m_btn_height),
pos.X + m_font->getDimension(wlabel.c_str()).Width + 25, // text size + size of checkbox
pos.Y + ((imgsize.Y/2) + m_btn_height));
pos.X, pos.Y + ((imgsize.Y / 2) - m_btn_height),
pos.X + m_font->getDimension(wlabel.c_str()).Width + spacing,
pos.Y + ((imgsize.Y / 2) + m_btn_height));

FieldSpec spec(
name,
Expand Down Expand Up @@ -2145,16 +2147,28 @@ void GUIFormSpecMenu::regenerateGui(v2u32 screensize)
// 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.
double prefer_imgsize = mydata.screensize.Y / 15 *
gui_scaling;
#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 /
((5.0/4.0) * (0.5 + mydata.invsize.X));
((12.0 / 8.0) * (0.5 + mydata.invsize.X));
double fity_imgsize = mydata.screensize.Y /
((15.0/13.0) * (0.85 * mydata.invsize.Y));
((15.0 / 11.0) * (0.85 + mydata.invsize.Y));
use_imgsize = MYMIN(prefer_imgsize,
MYMIN(fitx_imgsize, fity_imgsize));
#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)));
#endif
}

// Everything else is scaled in proportion to the
Expand Down
8 changes: 5 additions & 3 deletions src/gui/guiTable.cpp
Expand Up @@ -78,10 +78,12 @@ GUITable::GUITable(gui::IGUIEnvironment *env,
setTabStop(true);
setTabOrder(-1);
updateAbsolutePosition();

float density = RenderingEngine::getDisplayDensity();
#ifdef __ANDROID__
density = 1; // dp scaling is applied by the skin
#endif
core::rect<s32> relative_rect = m_scrollbar->getRelativePosition();
s32 width = (relative_rect.getWidth()/(2.0/3.0)) *
RenderingEngine::getDisplayDensity() *
s32 width = (relative_rect.getWidth() / (2.0 / 3.0)) * density *
g_settings->getFloat("gui_scaling");
m_scrollbar->setRelativePosition(core::rect<s32>(
relative_rect.LowerRightCorner.X-width,relative_rect.UpperLeftCorner.Y,
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Binary file added textures/base/pack/checkbox_16.png
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Binary file added textures/base/pack/checkbox_32.png
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Binary file added textures/base/pack/checkbox_64.png
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