diff --git a/examples/sdlviewer/main.cc b/examples/sdlviewer/main.cc index d493dec05..9ab31d063 100644 --- a/examples/sdlviewer/main.cc +++ b/examples/sdlviewer/main.cc @@ -765,8 +765,6 @@ int main(int argc, char** argv) { std::cout << "Loading file " << filename << "\n"; - // tinyusdz::HighLevelScene scene; - bool init_with_empty = false; if (!LoadModel(filename, &g_gui_ctx.stage)) { @@ -783,6 +781,22 @@ int main(int argc, char** argv) { //} } + // Assume single monitor + SDL_DisplayMode DM; + SDL_GetCurrentDisplayMode(0, &DM); + std::cout << "Current monitor: " << DM.w << " x " << DM.h << "\n"; + + int default_win_x = 1600; + int default_win_y = 800; + + if (DM.w > 2560) { + default_win_x = 2560; + } + + if (DM.h > 1600) { + default_win_y = 1600; + } + #if defined(__APPLE__) // For some reason, HIGHDPI does not work well on Retina Display for SDLRenderer backend. // Disable it for a while. @@ -791,9 +805,10 @@ int main(int argc, char** argv) { SDL_WindowFlags window_flags = static_cast(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); #endif + std::cout << "default window size: " << default_win_x << " x " << default_win_y << "\n"; SDL_Window* window = SDL_CreateWindow( "Simple USDZ viewer", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, - 1600, 800, window_flags); + default_win_x, default_win_y, window_flags); if (!window) { std::cerr << "Failed to create SDL2 window. If you are running on Linux, " "probably X11 Display is not setup correctly. Check your " @@ -840,12 +855,34 @@ int main(int argc, char** argv) { ImNodes::CreateContext(); { + + float ddpi, hdpi, vdpi; + if (SDL_GetDisplayDPI(0, &ddpi, &hdpi, &vdpi) != 0) { + fprintf(stderr, "Failed to obtain DPI information for display 0: %s\n", SDL_GetError()); + exit(1); + } + std::cout << "ddpi " << ddpi << ", hdpi " << hdpi << ", vdpi " << vdpi << "\n"; + + float dpi_scaling = ddpi / 72.0f; + ImGuiIO& io = ImGui::GetIO(); + if (dpi_scaling >= 144.0f) { + // https://github.com/ocornut/imgui/issues/1786 + // nx DisplayFrameBufferScale + nx font_size + FontGlobalScale 0.5 may give nicer visual on High DPI monitor + io.FontGlobalScale = 0.5f; + } + + io.DisplayFramebufferScale = {dpi_scaling , dpi_scaling}; // HACK + ImFontConfig roboto_config; strcpy(roboto_config.Name, "Roboto"); - float font_size = 18.0f; + float font_size = 18.0 * dpi_scaling; + + //ImFontConfig font_config; + //font_config.SizePixels = 18.0f * xscale; + //io.Fonts->AddFontDefault(&font_config); io.Fonts->AddFontFromMemoryCompressedTTF(roboto_mono_compressed_data, roboto_mono_compressed_size, font_size, &roboto_config);