mirror of
https://github.com/HarbourMasters/SpaghettiKart
synced 2026-08-23 07:29:37 -04:00
macOS: sharp ImGui menu text on Retina at every menu scale (#714)
* macOS: sharp ImGui menu text on Retina at every menu scale On a HiDPI display the ImGui overlay renders into a 2x framebuffer, but the glyph atlas is rasterized at the logical point size and stretched up by DisplayFramebufferScale, so all menu text looks fuzzy. Set ImFontConfig::RasterizerDensity on the game fonts and the merged FontAwesome icons: glyphs rasterize at higher resolution without changing logical size or layout. Baked at retinaScale (2.0) times the Menu Scale slider's maximum (2.0) so the runtime FontGlobalScale only ever downsamples a high-res atlas instead of stretching a low-res one, keeping text crisp at every Menu Scale setting. Standard-DPI displays just get a supersampled atlas (identical layout, slightly sharper). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * Shorten the RasterizerDensity comment Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
+14
-1
@@ -587,11 +587,21 @@ uint8_t GameEngine::GetBankIdByName(const std::string& name) {
|
||||
ImFont* GameEngine::CreateFontWithSize(float size, std::string fontPath) {
|
||||
auto mImGuiIo = &ImGui::GetIO();
|
||||
ImFont* font;
|
||||
// Rasterize the glyph atlas at higher density so menu text stays sharp on HiDPI/Retina
|
||||
// displays. Bake at retinaScale * maxMenuScale so the runtime Menu Scale setting
|
||||
// (FontGlobalScale) only ever downsamples the atlas rather than stretching it blurry.
|
||||
float rasterDensity = 1.0f;
|
||||
#if defined(__APPLE__)
|
||||
constexpr float kRetinaScale = 2.0f; // Retina backing scale
|
||||
constexpr float kMaxMenuScale = 2.0f; // keep in sync with the gSettings.Menu.Scale slider Max
|
||||
rasterDensity = kRetinaScale * kMaxMenuScale;
|
||||
#endif
|
||||
if (fontPath == "") {
|
||||
ImFontConfig fontCfg = ImFontConfig();
|
||||
fontCfg.OversampleH = fontCfg.OversampleV = 1;
|
||||
fontCfg.PixelSnapH = true;
|
||||
fontCfg.SizePixels = size;
|
||||
fontCfg.RasterizerDensity = rasterDensity;
|
||||
font = mImGuiIo->Fonts->AddFontDefault(&fontCfg);
|
||||
} else {
|
||||
auto initData = std::make_shared<Ship::ResourceInitData>();
|
||||
@@ -603,7 +613,9 @@ ImFont* GameEngine::CreateFontWithSize(float size, std::string fontPath) {
|
||||
Ship::Context::GetInstance()->GetResourceManager()->LoadResource(fontPath, false, initData));
|
||||
char* fontDataPtr = (char*) malloc(fontData->DataSize);
|
||||
memcpy(fontDataPtr, fontData->Data, fontData->DataSize);
|
||||
font = mImGuiIo->Fonts->AddFontFromMemoryTTF(fontDataPtr, fontData->DataSize, size);
|
||||
ImFontConfig fontCfg = ImFontConfig();
|
||||
fontCfg.RasterizerDensity = rasterDensity;
|
||||
font = mImGuiIo->Fonts->AddFontFromMemoryTTF(fontDataPtr, fontData->DataSize, size, &fontCfg);
|
||||
}
|
||||
// FontAwesome fonts need to have their sizes reduced by 2.0f/3.0f in order to align correctly
|
||||
float iconFontSize = size * 2.0f / 3.0f;
|
||||
@@ -612,6 +624,7 @@ ImFont* GameEngine::CreateFontWithSize(float size, std::string fontPath) {
|
||||
iconsConfig.MergeMode = true;
|
||||
iconsConfig.PixelSnapH = true;
|
||||
iconsConfig.GlyphMinAdvanceX = iconFontSize;
|
||||
iconsConfig.RasterizerDensity = rasterDensity;
|
||||
mImGuiIo->Fonts->AddFontFromMemoryCompressedBase85TTF(fontawesome_compressed_data_base85, iconFontSize,
|
||||
&iconsConfig, sIconsRanges);
|
||||
return font;
|
||||
|
||||
Reference in New Issue
Block a user