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Android: Improve UI scaling on smaller high-density displays (#7834)
* Android: Improve UI scaling on smaller high-density displays
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7 changed files with 58 additions and 15 deletions
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@ -38,6 +38,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#if USE_SOUND
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#include "sound_openal.h"
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#endif
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#ifdef __ANDROID__
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#include "porting.h"
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#endif
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/* mainmenumanager.h
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*/
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@ -127,7 +130,30 @@ bool ClientLauncher::run(GameParams &game_params, const Settings &cmd_args)
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skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255, 0, 0, 0));
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skin->setColor(gui::EGDC_HIGH_LIGHT, video::SColor(255, 70, 120, 50));
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skin->setColor(gui::EGDC_HIGH_LIGHT_TEXT, video::SColor(255, 255, 255, 255));
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#ifdef __ANDROID__
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float density = porting::getDisplayDensity();
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skin->setSize(gui::EGDS_CHECK_BOX_WIDTH, (s32)(17.0f * density));
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skin->setSize(gui::EGDS_SCROLLBAR_SIZE, (s32)(14.0f * density));
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skin->setSize(gui::EGDS_WINDOW_BUTTON_WIDTH, (s32)(15.0f * density));
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if (density > 1.5f) {
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std::string sprite_path = porting::path_user + "/textures/base/pack/";
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if (density > 3.5f)
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sprite_path.append("checkbox_64.png");
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else if (density > 2.0f)
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sprite_path.append("checkbox_32.png");
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else
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sprite_path.append("checkbox_16.png");
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// Texture dimensions should be a power of 2
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gui::IGUISpriteBank *sprites = skin->getSpriteBank();
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video::IVideoDriver *driver = RenderingEngine::get_video_driver();
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video::ITexture *sprite_texture = driver->getTexture(sprite_path.c_str());
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if (sprite_texture) {
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s32 sprite_id = sprites->addTextureAsSprite(sprite_texture);
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if (sprite_id != -1)
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skin->setIcon(gui::EGDI_CHECK_BOX_CHECKED, sprite_id);
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}
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}
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#endif
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g_fontengine = new FontEngine(g_settings, guienv);
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FATAL_ERROR_IF(g_fontengine == NULL, "Font engine creation failed.");
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