diff --git a/Source/Fractorium/Fractorium.cpp b/Source/Fractorium/Fractorium.cpp index 067941a..6b752d3 100644 --- a/Source/Fractorium/Fractorium.cpp +++ b/Source/Fractorium/Fractorium.cpp @@ -93,7 +93,7 @@ Fractorium::Fractorium(QWidget* p) if (m_Wrapper.CheckOpenCL() && m_Settings->OpenCL() && m_QualitySpin->value() < 30) m_QualitySpin->setValue(30); - int statusBarHeight = 20; + int statusBarHeight = 20 * devicePixelRatio(); ui.statusBar->setMinimumHeight(statusBarHeight); ui.statusBar->setMaximumHeight(statusBarHeight); diff --git a/Source/Fractorium/GLWidget.cpp b/Source/Fractorium/GLWidget.cpp index 1e57a26..b0be67c 100644 --- a/Source/Fractorium/GLWidget.cpp +++ b/Source/Fractorium/GLWidget.cpp @@ -452,7 +452,7 @@ void GLWidget::keyReleaseEvent(QKeyEvent* e) template void GLEmberController::MousePress(QMouseEvent* e) { - v3T mouseFlipped(e->x(), m_Viewport[3] - e->y(), 0);//Must flip y because in OpenGL, 0,0 is bottom left, but in windows, it's top left. + v3T mouseFlipped(e->x() * m_GL->devicePixelRatio(), m_Viewport[3] - e->y() * m_GL->devicePixelRatio(), 0);//Must flip y because in OpenGL, 0,0 is bottom left, but in windows, it's top left. Ember* ember = m_FractoriumEmberController->CurrentEmber(); RendererBase* renderer = m_FractoriumEmberController->Renderer(); @@ -460,7 +460,7 @@ void GLEmberController::MousePress(QMouseEvent* e) if (!renderer) return; - m_MouseDownPos = glm::ivec2(e->x(), e->y());//Capture the raster coordinates of where the mouse was clicked. + m_MouseDownPos = glm::ivec2(e->x() * m_GL->devicePixelRatio(), e->y() * m_GL->devicePixelRatio());//Capture the raster coordinates of where the mouse was clicked. m_MouseWorldPos = WindowToWorld(mouseFlipped, false);//Capture the world cartesian coordinates of where the mouse is. m_BoundsDown.w = renderer->LowerLeftX(false);//Need to capture these because they'll be changing if scaling. m_BoundsDown.x = renderer->LowerLeftY(false); @@ -552,7 +552,7 @@ void GLWidget::mousePressEvent(QMouseEvent* e) template void GLEmberController::MouseRelease(QMouseEvent* e) { - v3T mouseFlipped(e->x(), m_Viewport[3] - e->y(), 0);//Must flip y because in OpenGL, 0,0 is bottom left, but in windows, it's top left. + v3T mouseFlipped(e->x() * m_GL->devicePixelRatio(), m_Viewport[3] - e->y() * m_GL->devicePixelRatio(), 0);//Must flip y because in OpenGL, 0,0 is bottom left, but in windows, it's top left. m_MouseWorldPos = WindowToWorld(mouseFlipped, false); @@ -591,8 +591,8 @@ template void GLEmberController::MouseMove(QMouseEvent* e) { bool draw = true; - glm::ivec2 mouse(e->x(), e->y()); - v3T mouseFlipped(e->x(), m_Viewport[3] - e->y(), 0);//Must flip y because in OpenGL, 0,0 is bottom left, but in windows, it's top left. + glm::ivec2 mouse(e->x() * m_GL->devicePixelRatio(), e->y() * m_GL->devicePixelRatio()); + v3T mouseFlipped(e->x() * m_GL->devicePixelRatio(), m_Viewport[3] - e->y() * m_GL->devicePixelRatio(), 0);//Must flip y because in OpenGL, 0,0 is bottom left, but in windows, it's top left. Ember* ember = m_FractoriumEmberController->CurrentEmber(); //First check to see if the mouse actually moved. @@ -605,7 +605,7 @@ void GLEmberController::MouseMove(QMouseEvent* e) //Update status bar on main window, regardless of whether anything is being dragged. if (m_Fractorium->m_Controller->RenderTimerRunning()) - m_Fractorium->SetCoordinateStatus(e->x(), e->y(), m_MouseWorldPos.x, m_MouseWorldPos.y); + m_Fractorium->SetCoordinateStatus(e->x() * m_GL->devicePixelRatio(), e->y() * m_GL->devicePixelRatio(), m_MouseWorldPos.x, m_MouseWorldPos.y); if (m_SelectedXform && m_DragState == DragDragging)//Dragging and affine. {