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authorTon Roosendaal <ton@blender.org>2013-01-12 21:07:49 +0400
committerTon Roosendaal <ton@blender.org>2013-01-12 21:07:49 +0400
commitfa759d8ffdd6c2a66270e8e85a53f608f4cd7ad0 (patch)
tree35f28ba5d460f3d4823b592dcc53a9176a2da155 /intern/ghost/GHOST_C-api.h
parent47ee5f56b6c6aa2eb78ff20dc24b10b2b7476b94 (diff)
Mac HiDPI ("retina") handling:
OK - so you have this nice crisp screen, and still you want to add extra monitors to the laptop! That means Blender should switch back and forth to HiDPI modes, when you move a window to another monitor. This code makes the pixelsize scale factor a window property, and handles an event when a window moves to another monitor. It then changes the native pixelsize nicely and refreshes entire UI. You can also have one Blender window on high, and other on low resolution. Stretching a Blender window from 1 monitor to the other works too, but that is Apple magic handling it.
Diffstat (limited to 'intern/ghost/GHOST_C-api.h')
-rw-r--r--intern/ghost/GHOST_C-api.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/intern/ghost/GHOST_C-api.h b/intern/ghost/GHOST_C-api.h
index ab5feb287d8..ffdee6c1550 100644
--- a/intern/ghost/GHOST_C-api.h
+++ b/intern/ghost/GHOST_C-api.h
@@ -860,7 +860,7 @@ extern int GHOST_UseNativePixels(void);
/**
* If window was opened using native pixel size, it returns scaling factor.
*/
-extern float GHOST_GetNativePixelSize(void);
+extern float GHOST_GetNativePixelSize(GHOST_WindowHandle windowhandle);
#ifdef __cplusplus