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app/internal/window: don't second guess UI scale
Before this change, Gio tries hard to come up with a reasonable UI scale factor on desktop OSes derived from the physical dimensions and resolution of connected monitors. Gio also attempts to detect the user specified system UI scale and apply it. However, all that is complex and misguided: - The UI scale should not depend on whatever monitor is connected at program startup - For multiple monitors, it's unclear which one to base the scale off. - Applying both a monitor derived scale *and* the user specified scale is wrong, because the user scale is relative to some fixed scale, not Gio's derived scale. - With an automatic scale, Gio does not respect user preference and will not have a similar scale to other programs on the desktop. Get rid of the the automatic UI scale detection and rely only on the user scale. Updates gio#53 Signed-off-by: Elias Naur <mail@eliasnaur.com>
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@@ -12,8 +12,6 @@ __attribute__ ((visibility ("hidden"))) CGFloat gio_viewWidth(CFTypeRef viewRef)
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__attribute__ ((visibility ("hidden"))) CGFloat gio_viewHeight(CFTypeRef viewRef);
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__attribute__ ((visibility ("hidden"))) void gio_setAnimating(CFTypeRef viewRef, BOOL anim);
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__attribute__ ((visibility ("hidden"))) void gio_updateDisplayLink(CFTypeRef viewRef, CGDirectDisplayID dispID);
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__attribute__ ((visibility ("hidden"))) CGFloat gio_getPixelsPerDP(void);
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__attribute__ ((visibility ("hidden"))) CGFloat gio_getBackingScale(void);
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__attribute__ ((visibility ("hidden"))) CGFloat gio_getViewBackingScale(CFTypeRef viewRef);
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#endif
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