Merge branch 'dpi-scaling-factor'
Add DPI scaling factor and revert content scaling factor behaviour in wxMSW and other ports not using logical pixels to be 3.0 compatible. See https://github.com/wxWidgets/wxWidgets/pull/1985
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@@ -349,7 +349,7 @@ void TestGLCanvas::OnPaint(wxPaintEvent& WXUNUSED(event))
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// multiple canvases: If we updated the viewport in the wxSizeEvent
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// handler, changing the size of one canvas causes a viewport setting that
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// is wrong when next another canvas is repainted.
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const wxSize ClientSize = GetClientSize() * GetOpenGLScaleFactor();
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const wxSize ClientSize = GetClientSize() * GetContentScaleFactor();
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TestGLContext& canvas = wxGetApp().GetContext(this, m_useStereo);
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glViewport(0, 0, ClientSize.x, ClientSize.y);
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@@ -280,7 +280,7 @@ void TestGLCanvas::OnSize(wxSizeEvent& event)
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// This is OK here only because there is only one canvas that uses the
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// context. See the cube sample for that case that multiple canvases are
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// made current with one context.
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const wxSize size = event.GetSize() * GetOpenGLScaleFactor();
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const wxSize size = event.GetSize() * GetContentScaleFactor();
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glViewport(0, 0, size.x, size.y);
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}
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@@ -306,7 +306,7 @@ void TestGLCanvas::ResetProjectionMode()
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// or more than one wxGLContext in the application.
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SetCurrent(*m_glRC);
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const wxSize ClientSize = GetClientSize() * GetOpenGLScaleFactor();
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const wxSize ClientSize = GetClientSize() * GetContentScaleFactor();
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// It's up to the application code to update the OpenGL viewport settings.
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// In order to avoid extensive context switching, consider doing this in
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@@ -565,7 +565,7 @@ void MyGLCanvas::OnSize(wxSizeEvent& event)
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SetCurrent(*m_oglContext);
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// It's up to the application code to update the OpenGL viewport settings.
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const wxSize size = event.GetSize() * GetOpenGLScaleFactor();
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const wxSize size = event.GetSize() * GetContentScaleFactor();
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m_winHeight = size.y;
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m_oglManager->SetViewport(0, 0, size.x, m_winHeight);
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