Improve support for High DPI displays
On high DPI displays, a logical pixel does not necessarily equal a device pixel. Images and such are scaled up to the logical pixel size; unfortunately this introduces ugly aliasing. Web pages can take advantage of high DPI screens by intentionally scaling stuff down to be displayed at a higher resolution. By carefully canceling out the automatic scaling of the game canvas we get nice crisp pixels even on high DPI screens. See the pull request for before/after screenshots.
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js/main.js
13
js/main.js
@ -619,18 +619,27 @@ class Player extends PrimaryView {
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// The main UI is centered in a flex item with auto margins, so the
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// extra space available is the size of those margins
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let style = window.getComputedStyle(this.root);
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if (style['display'] === 'none') {
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// the computed margins can be 'auto' in this case
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return;
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}
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let extra_x = parseFloat(style['margin-left']) + parseFloat(style['margin-right']);
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let extra_y = parseFloat(style['margin-top']) + parseFloat(style['margin-bottom']);
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// The total available space, then, is the current size of the
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// canvas plus the size of the margins
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let total_x = extra_x + this.renderer.canvas.offsetWidth;
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let total_y = extra_y + this.renderer.canvas.offsetHeight;
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let dpr = window.devicePixelRatio || 1.0;
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// Divide to find the biggest scale that still fits. But don't
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// exceed 90% of the available space, or it'll feel cramped.
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let scale = Math.floor(0.9 * Math.min(total_x / base_x, total_y / base_y));
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if (scale <= 0) {
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let scale = Math.floor(0.9 * dpr * Math.min(total_x / base_x, total_y / base_y));
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if (scale <= 1) {
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scale = 1;
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}
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// High DPI support: scale the canvas down by the inverse of the device
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// pixel ratio, thus matching the canvas's resolution to the screen
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// resolution and giving us nice, clean pixels.
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scale /= dpr;
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// FIXME the above logic doesn't take into account the inventory, which is also affected by scale
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this.scale = scale;
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