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Wayland: Workaround API limitation in screen/UI scale logic #89574

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Riteo
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@Riteo Riteo commented Mar 16, 2024

Partially addresses #89257.

Mainly, this fixes auto UI scaling with single-monitor fractional setups (see the comment in display_server_wayland.cpp for more info).

This is the result of a bunch of current limitations, mainly the fact that the UI scale is static (it's probed at startup) and the fact that Wayland exposes fractional scales only at the window-level, by design.

The screen_get_scale special case should help in 99% of cases, while the auto UI scale part will unfortunately only help with single-screen situations, as multi-screen fractional scaling requires dynamic UI scale changing.

@Riteo Riteo force-pushed the scale-your-expectations-with-this-one branch from 73290f9 to b7698cd Compare March 16, 2024 20:04
@Riteo Riteo force-pushed the scale-your-expectations-with-this-one branch from b7698cd to a02a929 Compare May 7, 2024 17:48
Mainly, this fixes auto UI scaling with _single-monitor_ fractional
setups (see the comment in `display_server_wayland.cpp` for more info).

This is the result of a bunch of current limitations, mainly the fact
that the UI scale is static (it's probed at startup) and the fact that
Wayland exposes fractional scales only at the window-level, by design.

The `screen_get_scale` special case should help in 99% of cases, while
the auto UI scale part will unfortunately only help with single-screen
situations, as multi-screen fractional scaling requires dynamic UI
scale changing.
@Riteo Riteo force-pushed the scale-your-expectations-with-this-one branch from a02a929 to 1bb8199 Compare May 7, 2024 17:50
@akien-mga akien-mga merged commit 039aa28 into godotengine:master May 7, 2024
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@akien-mga
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Thanks!

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4 participants