File: hidpi.cpp

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/*
 *  This file is part of Poedit (https://poedit.net)
 *
 *  Copyright (C) 2015-2026 Vaclav Slavik
 *
 *  Permission is hereby granted, free of charge, to any person obtaining a
 *  copy of this software and associated documentation files (the "Software"),
 *  to deal in the Software without restriction, including without limitation
 *  the rights to use, copy, modify, merge, publish, distribute, sublicense,
 *  and/or sell copies of the Software, and to permit persons to whom the
 *  Software is furnished to do so, subject to the following conditions:
 *
 *  The above copyright notice and this permission notice shall be included in
 *  all copies or substantial portions of the Software.
 *
 *  THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 *  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 *  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 *  AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 *  LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
 *  FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
 *  DEALINGS IN THE SOFTWARE. 
 *
 */

#include "hidpi.h"

#include <wx/bitmap.h>
#include <wx/dcscreen.h>
#include <wx/image.h>


#ifdef NEEDS_MANUAL_HIDPI

double g_pxScalingFactor = 1.0;

void InitHiDPIHandling()
{
    wxSize dpi = wxScreenDC().GetPPI();
    g_pxScalingFactor = dpi.y / 96.0;
}

#endif // NEEDS_MANUAL_HIDPI

namespace
{

void LoadPNGImage(wxImage& img, const wxString& filename)
{
    img.LoadFile(filename, wxBITMAP_TYPE_PNG);
    // wxImage doesn't load alpha from PNG if it could be expressed as a mask.
    // Too bad this breaks a) scaling and b) wxToolbar's disabled bitmaps.
    // Beat some sense into it:
    if (img.IsOk() && img.HasMask())
    {
        img.InitAlpha();
    }
}

} // anonymous namespace

ScaledImage LoadScaledBitmap(const wxString& name)
{
    const wxString filename(name + ".png");
    if (!wxFileExists(filename))
        return ScaledImage();

    wxImage img;

#ifdef NEEDS_MANUAL_HIDPI
    // On Windows, arbitrary scaling factors are possible and "ugly" values like 125%
    // or 150% scaling are not only possible, but common. It is unrealistic to provide
    // custom-drawn bitmaps for all of them, so we make do with a basic set of 100%/@1x,
    // 200%/@2x (used on macOS too) and one more for 150%/@1.5x for Windows use.
    // To eliminate smudged scaling artifacts, we use these fixed sizes even for zoom
    // factors in-between (such as the very common 125% or less common 175%). This looks
    // better and the size difference is negligible.
    auto const screenScaling = HiDPIScalingFactor();
    if (screenScaling > 1.25)
    {
        if (screenScaling <= 1.75)  // @1.5x is reasonable 
        {
            const wxString filename_15x(name + "@1.5x.png");
            if (wxFileExists(filename_15x))
            {
                LoadPNGImage(img, filename_15x);
                if (img.IsOk())
                    return { img, 1.5 };
            }
        }

        double imgScale = screenScaling;
        const wxString filename_2x(name + "@2x.png");
        if (wxFileExists(filename_2x))
        {
            LoadPNGImage(img, filename_2x);
            if (screenScaling > 1.75 && screenScaling <= 2.50)  // @2x is reasonable
                return { img, 2.0 };
            else
                imgScale /= 2.0;
        }
        else  // fall back to upscaled @1x
        {
            LoadPNGImage(img, filename);
        }

        if (!img.IsOk())
            return ScaledImage();

        // TODO: avoid this scaling altogether
        wxImageResizeQuality quality;
        if (imgScale == 2.0)
            quality = wxIMAGE_QUALITY_NEAREST;
        else if (imgScale == 1.5)
            quality = wxIMAGE_QUALITY_BILINEAR;
        else
            quality = wxIMAGE_QUALITY_BICUBIC;
        img.Rescale(img.GetWidth() * imgScale, img.GetHeight() * imgScale, quality);
        return { img, screenScaling };
    }
    // else if screenScaling <= 1.25: @1x size is good enough, load normally
#endif

    LoadPNGImage(img, filename);
    return { img, 1.0 };
}