iOS: fix display modes to have accurate pixel sizes and screen scales.

This commit is contained in:
Sasha Szpakowski 2023-01-28 17:09:24 -04:00 committed by Sam Lantinga
parent 8814bedc3b
commit af0ec13fc3

View file

@ -271,7 +271,7 @@ static int UIKit_AddSingleDisplayMode(SDL_VideoDisplay *display, int w, int h,
mode.pixel_w = w;
mode.pixel_h = h;
mode.display_scale = uiscreen.scale;
mode.display_scale = uiscreen.nativeScale;
mode.refresh_rate = UIKit_GetDisplayModeRefreshRate(uiscreen);
mode.format = SDL_PIXELFORMAT_ABGR8888;
@ -300,10 +300,32 @@ static int UIKit_AddDisplayMode(SDL_VideoDisplay *display, int w, int h,
return 0;
}
static CGSize GetUIScreenModePixelSize(UIScreen *uiscreen, UIScreenMode *mode)
{
/* For devices such as iPhone 6/7/8 Plus, the UIScreenMode reported by iOS
* isn't the physical pixels of the display, but rather the point size times
* the scale. For example, on iOS 12.2 on iPhone 8 Plus the physical pixel
* resolution is 1080x1920, the size reported by mode.size is 1242x2208,
* the size in points is 414x736, the scale property is 3.0, and the
* nativeScale property is ~2.6087 (ie 1920.0 / 736.0). So we need a bit of
* math to convert from retina pixels (point size multiplied by scale) to
* real pixels.
* Note that the iOS Simulator doesn't have this behavior for those devices.
* https://github.com/libsdl-org/SDL/issues/3220
*/
CGSize size = mode.size;
CGFloat scale = uiscreen.nativeScale / uiscreen.scale;
size.width = SDL_round(size.width * scale);
size.height = SDL_round(size.height * scale);
return size;
}
int UIKit_AddDisplay(UIScreen *uiscreen, SDL_bool send_event)
{
UIScreenMode *uiscreenmode = uiscreen.currentMode;
CGSize size = uiscreenmode.size;
CGSize size = GetUIScreenModePixelSize(uiscreen, uiscreenmode);
SDL_VideoDisplay display;
SDL_DisplayMode mode;
@ -406,8 +428,9 @@ void UIKit_GetDisplayModes(_THIS, SDL_VideoDisplay *display)
#endif
for (UIScreenMode *uimode in availableModes) {
int w = uimode.size.width;
int h = uimode.size.height;
CGSize size = GetUIScreenModePixelSize(data.uiscreen, uimode);
int w = size.width;
int h = size.height;
/* Make sure the width/height are oriented correctly */
if (isLandscape != (w > h)) {