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https://github.com/baldurk/renderdoc.git
synced 2026-07-08 08:40:55 +00:00
Remove device scaling factor from margins in the UI
Makes ShaderViewer, Capture Comments and Python Shell margins look correct for non-unit system scaling
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@@ -46,7 +46,7 @@ CommentView::CommentView(ICaptureContext &ctx, QWidget *parent)
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m_commentsEditor->setWrapMode(SC_WRAP_WORD);
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m_commentsEditor->setWrapVisualFlags(SC_WRAPVISUALFLAG_MARGIN);
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m_commentsEditor->setMarginWidthN(0, sptr_t(30.0 * devicePixelRatioF()));
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m_commentsEditor->setMarginWidthN(0, 30.0);
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ConfigureSyntax(m_commentsEditor, SCLEX_NULL);
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@@ -914,10 +914,10 @@ PythonShell::PythonShell(ICaptureContext &ctx, QWidget *parent)
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scriptEditor->styleSetFont(STYLE_DEFAULT, Formatter::FixedFont().family().toUtf8().data());
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scriptEditor->setMarginLeft(4.0 * devicePixelRatioF());
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scriptEditor->setMarginWidthN(0, 32.0 * devicePixelRatioF());
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scriptEditor->setMarginWidthN(1, 0);
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scriptEditor->setMarginWidthN(2, 16.0 * devicePixelRatioF());
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scriptEditor->setMarginLeft(4.0);
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scriptEditor->setMarginWidthN(0, 32.0);
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scriptEditor->setMarginWidthN(1, 0.0);
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scriptEditor->setMarginWidthN(2, 16.0);
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scriptEditor->setObjectName(lit("scriptEditor"));
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scriptEditor->markerSetBack(CURRENT_MARKER, SCINTILLA_COLOUR(240, 128, 128));
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@@ -1477,9 +1477,9 @@ ScintillaEdit *ShaderViewer::MakeEditor(const QString &name, const QString &text
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{
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ScintillaEdit *ret = new ScintillaEdit(this);
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ret->setMarginLeft(4.0 * devicePixelRatioF());
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ret->setMarginWidthN(1, 20.0 * devicePixelRatioF());
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ret->setMarginWidthN(2, 16.0 * devicePixelRatioF());
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ret->setMarginLeft(4.0);
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ret->setMarginWidthN(1, 20.0);
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ret->setMarginWidthN(2, 16.0);
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ret->setObjectName(name);
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ret->styleSetFont(STYLE_DEFAULT, Formatter::FixedFont().family().toUtf8().data());
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@@ -1536,7 +1536,7 @@ void ShaderViewer::SetTextAndUpdateMargin0(ScintillaEdit *sc, const QString &tex
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sptr_t width = sc->textWidth(SC_MARGIN_RTEXT, QString::number(numLines).toUtf8().data());
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sc->setMarginWidthN(0, int(width * devicePixelRatioF()));
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sc->setMarginWidthN(0, int(width));
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}
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void ShaderViewer::readonly_keyPressed(QKeyEvent *event)
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