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-rw-r--r--src/client/clientlauncher.cpp7
-rw-r--r--src/client/game.cpp21
-rw-r--r--src/client/renderingengine.cpp6
3 files changed, 17 insertions, 17 deletions
diff --git a/src/client/clientlauncher.cpp b/src/client/clientlauncher.cpp
index 6ab610670..95be72ca0 100644
--- a/src/client/clientlauncher.cpp
+++ b/src/client/clientlauncher.cpp
@@ -38,9 +38,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#if USE_SOUND
#include "sound_openal.h"
#endif
-#ifdef __ANDROID__
- #include "porting.h"
-#endif
/* mainmenumanager.h
*/
@@ -147,8 +144,8 @@ bool ClientLauncher::run(GameStartData &start_data, const Settings &cmd_args)
skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255, 0, 0, 0));
skin->setColor(gui::EGDC_HIGH_LIGHT, video::SColor(255, 70, 120, 50));
skin->setColor(gui::EGDC_HIGH_LIGHT_TEXT, video::SColor(255, 255, 255, 255));
-#ifdef __ANDROID__
- float density = porting::getDisplayDensity();
+#ifdef HAVE_TOUCHSCREENGUI
+ float density = RenderingEngine::getDisplayDensity();
skin->setSize(gui::EGDS_CHECK_BOX_WIDTH, (s32)(17.0f * density));
skin->setSize(gui::EGDS_SCROLLBAR_SIZE, (s32)(14.0f * density));
skin->setSize(gui::EGDS_WINDOW_BUTTON_WIDTH, (s32)(15.0f * density));
diff --git a/src/client/game.cpp b/src/client/game.cpp
index 6eb09adfa..f7fd7abf9 100644
--- a/src/client/game.cpp
+++ b/src/client/game.cpp
@@ -566,7 +566,7 @@ public:
}
};
-#ifdef __ANDROID__
+#ifdef HAVE_TOUCHSCREENGUI
#define SIZE_TAG "size[11,5.5]"
#else
#define SIZE_TAG "size[11,5.5,true]" // Fixed size on desktop
@@ -901,8 +901,10 @@ private:
bool m_does_lost_focus_pause_game = false;
int m_reset_HW_buffer_counter = 0;
-#ifdef __ANDROID__
+#ifdef HAVE_TOUCHSCREENGUI
bool m_cache_hold_aux1;
+#endif
+#ifdef __ANDROID__
bool m_android_chat_open;
#endif
};
@@ -940,7 +942,7 @@ Game::Game() :
readSettings();
-#ifdef __ANDROID__
+#ifdef HAVE_TOUCHSCREENGUI
m_cache_hold_aux1 = false; // This is initialised properly later
#endif
@@ -1065,7 +1067,7 @@ void Game::run()
set_light_table(g_settings->getFloat("display_gamma"));
-#ifdef __ANDROID__
+#ifdef HAVE_TOUCHSCREENGUI
m_cache_hold_aux1 = g_settings->getBool("fast_move")
&& client->checkPrivilege("fast");
#endif
@@ -1845,6 +1847,7 @@ void Game::processUserInput(f32 dtime)
else if (g_touchscreengui) {
/* on touchscreengui step may generate own input events which ain't
* what we want in case we just did clear them */
+ g_touchscreengui->show();
g_touchscreengui->step(dtime);
}
#endif
@@ -2157,7 +2160,7 @@ void Game::toggleFast()
m_game_ui->showTranslatedStatusText("Fast mode disabled");
}
-#ifdef __ANDROID__
+#ifdef HAVE_TOUCHSCREENGUI
m_cache_hold_aux1 = fast_move && has_fast_privs;
#endif
}
@@ -2495,10 +2498,10 @@ void Game::updatePlayerControl(const CameraOrientation &cam)
control.movement_direction = 0.0f;
}
-#ifdef ANDROID
- /* For Android, simulate holding down AUX1 (fast move) if the user has
+#ifdef HAVE_TOUCHSCREENGUI
+ /* For touch, simulate holding down AUX1 (fast move) if the user has
* the fast_move setting toggled on. If there is an aux1 key defined for
- * Android then its meaning is inverted (i.e. holding aux1 means walk and
+ * touch then its meaning is inverted (i.e. holding aux1 means walk and
* not fast)
*/
if (m_cache_hold_aux1) {
@@ -4184,7 +4187,7 @@ void Game::showDeathFormspec()
#define GET_KEY_NAME(KEY) gettext(getKeySetting(#KEY).name())
void Game::showPauseMenu()
{
-#ifdef __ANDROID__
+#ifdef HAVE_TOUCHSCREENGUI
static const std::string control_text = strgettext("Default Controls:\n"
"No menu visible:\n"
"- single tap: button activate\n"
diff --git a/src/client/renderingengine.cpp b/src/client/renderingengine.cpp
index 0fdbc95dc..723865db4 100644
--- a/src/client/renderingengine.cpp
+++ b/src/client/renderingengine.cpp
@@ -598,7 +598,7 @@ static float calcDisplayDensity()
float RenderingEngine::getDisplayDensity()
{
static float cached_display_density = calcDisplayDensity();
- return cached_display_density;
+ return cached_display_density * g_settings->getFloat("display_density_factor");
}
#elif defined(_WIN32)
@@ -626,14 +626,14 @@ float RenderingEngine::getDisplayDensity()
display_density = calcDisplayDensity(get_video_driver());
cached = true;
}
- return display_density;
+ return display_density * g_settings->getFloat("display_density_factor");
}
#else
float RenderingEngine::getDisplayDensity()
{
- return g_settings->getFloat("screen_dpi") / 96.0;
+ return (g_settings->getFloat("screen_dpi") / 96.0) * g_settings->getFloat("display_density_factor");
}
#endif