At this point, Windows FLTK apps detect HighDPI displays and rescale their GUI accordingly. They also
all reply to ctrl/+/-/0/ keystrokes to enlarge/shrink/reset their windows.
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This became unused when window scaling no longer involved window destruction/recreation.
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Replace compiler/preprocessor/platform macro "WIN32" with "_WIN32".
Replace "WIN32" in text and documentation with "Windows".
Replace "MSWindows" with "Windows".
To do: README.Windows.txt (and maybe other documentation as well)
needs updates.
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This commit also simplifies the platform-dependent support of fl_read_image():
only Fl_XXX_Screen_Driver::read_win_rectangle() contains platform-specific
code to capture pixels from the current window or from an offscreen buffer.
Platform-independent function Fl_Screen_Driver::traverse_to_gl_subwindows()
captures subwindows that intersect with the area fl_read_image() targets.
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This second step replaces FL/x.H with FL/platform.H in all source files.
Dependencies have been adjusted as well.
This commit completes the replacement of FL/x.H with FL/platform.H.
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With this, most MacOS FLTK app can be scaled with command/+/-/0/ keystrokes.
A scaling problem remains, visible in test/cube, where the "Test" string is not positioned correctly.
GLUT apps can also be scaled (across platforms).
SVG images are re-rasterized after app scaling for optimal drawing.
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Note: don't use fl_getenv() in Fl_System_Driver and derived classes.
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Remove duplicated code by using local (static) string conversion functions.
This makes the code better maintainable and removes redundancies.
Rename some variables (particularly one-letter names) to more useful
names, minor code reformatting to be more compatible with the CMP.
To do: check for potential memory leaks, maybe free temporary buffers.
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Tested under Windows and Linux, but not yet used in library code.
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The default (0) is 'text' mode, non-zero is 'binary' mode on platforms
that distinguish text and binary mode.
Currently Windows is the only supported platform that needs this.
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This new function allows to write Fl_SVG_Image::fl_gzopen() in a completely platform-independent way.
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This avoids repeating the default values "Shift", "Meta", etc... for several platforms.
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This commit uses thread-specific, locale-setting functions under Linux and MSWindows-Visual Studio
They are already used by the Mac OS system driver, when possible.
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A bug was visible in test/unittests when moving between lines and rectangles.
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The effect was that the file_chooser test app did not recognize the window scaling factor.
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It's still necessary to compile with -DFLTK_HIDPI_SUPPORT
to activate the new HiDPI support.
Default builds get the same HiDPI support as in FLTK 1.3
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Corresponds to STR #3320
1) HiDPI support consists in detecting the adequate scaling factor for the screen on which
FLTK maps a window, and scaling all FLTK units by this factor. FLTK tries to detect the correct
value of this factor at startup (see more details below). Environment variable
FLTK_SCALING_FACTOR can also be used to set this value.
2) Rescaling support consists in changing the scaling factor of all FLTK windows
in reply to ctrl/+/-/0/ keystrokes.
More details for the various platforms :
- X11: Support is very advanced. Some details need still to be improved.
Automatic detection of the correct starting value of the scaling factor works well
with the gnome desktop. The present code contains no support for this on
other desktops. FLTK_SCALING_FACTOR provides a workaround.
-WIN32: Support is incomplete at this point, although many test
applications have partial or complete HiDPI and scaling support.
The current value of the system's scaling factor is correctly detected
at application startup. Apps respond to changes of this value in real time.
Support needs to define the FLTK_HIDPI_SUPPORT preprocessor variable
at compile time. This way, standard builds produce a code with the
default WIN32 HiDPI support, that is, where all graphics goes to an internal
buffer that gets enlarged by the system and then mapped to the HiDPI
display. To experiment with (or develop) the new HiDPI support requires
a modified build procedure in which FLTK_HIDPI_SUPPORT is defined
at compile time. When the support will be complete, the requirement for the
definition of this preprocessor variable will be removed. The present commit
contains support for a single scaling factor. Eventually, per-screen scaling
factors should be implemented, as done for X11.
- MacOS: this commit does not give new HiDPI for this platform.
Eventually, window rescaling in reply to command/+/-/0/ is desirable.
Per-screen scaling factor makes no sense on this platform because
the OS itself takes care of the difference between the resolutions of
traditional and retina displays.
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Under Windows 10:
when the user sets the value of "Change the size of text, apps and other items" in display settings
to above 100 %, the computation of Fl_Window::decorated_w() and decorated_h() has to
take the scaling factor into account.
This factor is also necessary to draw correctly window title bars.
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Also, minor simplification of Fl_WinAPI_System_Driver::utf8locale().
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The parts with case-insensitive filename comparisons for WIN32
and for WIN32 but not CYGWIN still have to be rewritten.
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IDE generated with CMake, still many warnings, but compiles and runs.
Note: we *must* get rid of all VisualStudio-specific #define's like:
#define unlink _unlink
This one led to a compilation error (not a warning).
src/Fl_File_Icon.cxx: I had to add _MSC_VER (WIN32) distinction as in
previous code (FLTK 1.3). Obviously MinGW is more Unixy than MS VC++
since MinGW compiled and linked the code. Needs a better fix ...
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One more platform-dependent type is necessary: struct dirent
Create a new header file, FL/platform_types.h, to define all
types whose definition is platform-dependent.
This file is for C because it is included by scandir_XXX.c
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There was one obvious warning in src/fl_read_image.cxx, but others
have to do with incomplete code and platform specific definitions.
I'm not entirely happy with these changes. Temporary changes have been
marked with 'FIXME' and should be removed later if possible.
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struct stat is considered a platform-specific type.
The Unix, Mac OS, and WIN32 platforms define it with #include <sys/stat.h>
Other platforms may do that their own way.
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Files fl_read_image_mac.cxx and fl_read_image_win32.cxx are no longer used;
their content is now in Fl_XXX_Screen_Driver.cxx
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This file contained nearly only platform-specific code.
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for coherence with the Fl::screen_driver() function.
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All functions of fl_utf.c keep their C API in fl_utf8.cxx
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File fl_utf8.h defines the xchar type with a platform-dependent value (wchar_t or unsigned short).
But it is used exclusively by WIN32 code (0 use in cross-platform code, 0 use in APPLE
or in USE_X11 code).
Thus, we can just get rid of this type and replace it by wchar_t where it is used.
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File src/Fl_win32.cxx is now compiled instead of included in Fl.cxx.
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These methods are intended to be used instead of pWindow->method()
for better code readability and easier porting of methods from
Fl_Window to Fl_Window_Driver.
New methods: x(), y(), y(), h(), shown(), parent(), border(),
visible(), and visible_r().
We should add more such methods if appropriate.
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This removes a bunch of
friend class Fl_XXX_Window_Driver;
declarations from Fl_Window.H, and therefore allows
to add a new window driver without modifying the platform-independent code.
The Fl_PicoXXX_Window_Driver classes have been modified but not tested ==> test needed.
File Fl_X11_Window_Driver.cxx contained this:
// DO NOT call this if the window is not mapped!
static int can_xdbe()
{ ... }
The new code does call can_xdbe() before any window is mapped,
and does work. Since can_xdbe() asks the X server whether it supports
the Xdbe extension, I don't see why this should not work without a
mapped window. This point should be clarified by the author of
"DO NOT call this if the window is not mapped!".
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Still unclear whether the implementation of the flush() functions follows the plan.
The Fl_Printer class is fully rewritten under the driver model.
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It seems this allows not to #include <windows.h> in the public header files.
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