Make the host per-monitor DPI aware and scale the ImGui overlay
The window sized itself to GetSystemMetrics(SM_CXSCREEN/CYSCREEN) but the process was DPI-unaware, so on a scaled display (e.g. 4K @ 150%) Windows handed us a virtualized resolution and bitmap-stretched the whole window up to native -- softening the mirror, which is the tool's entire point. Declare per-monitor-v2 awareness at startup so GetSystemMetrics/GetDpiForWindow report true pixels. That alone would shrink the fixed-13px ImGui overlay to crisp-but-tiny, so pair it with UI scaling: rebuild the default-font atlas at a DPI-scaled SizePixels (crisp at the target size, unlike FontGlobalScale's bitmap stretch) and ScaleAllSizes() the style. Net: same physical size as before, now sharp. - common/include/coop/dpi.hpp: pure DPI->scale math (uses USER_DEFAULT_SCREEN_DPI and a named kBaseFontPx, not bare 96/13 literals), with a zero fallback and clamping. Unit-tested by tests/dpi_test.cpp. - imgui_layer: apply_dpi() at init from GetDpiForWindow; set_dpi() for runtime changes (rebuild atlas + reset/scale style + invalidate the DX11 font texture). - d3d11_window: latch WM_DPICHANGED (honor the suggested rect), expose take_dpi_change(); main loop polls it and calls imgui.set_dpi() between frames. The DPI math is unit-tested; the actual awareness + font rasterization + live WM_DPICHANGED rescale are verified by hand. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -334,6 +334,22 @@ LRESULT CALLBACK D3D11Window::wnd_proc(HWND hwnd, UINT msg, WPARAM wparam, LPARA
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self->resize_height_ = HIWORD(lparam);
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}
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return 0;
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case WM_DPICHANGED:
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// Per-monitor-v2: the DPI of the display we're on changed. Resize to the rect Windows suggests
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// in lparam (its recommended handling; the resulting WM_SIZE repaints the swap chain via the
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// deferred-resize path above), then latch the new DPI for the overlay to rescale its font/style.
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if (self != nullptr)
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{
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if (const auto* suggested = reinterpret_cast<const RECT*>(lparam); suggested != nullptr)
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{
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SetWindowPos(hwnd, nullptr, suggested->left, suggested->top,
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suggested->right - suggested->left, suggested->bottom - suggested->top,
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SWP_NOZORDER | SWP_NOACTIVATE);
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}
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self->dpi_pending_ = true;
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self->pending_dpi_ = HIWORD(wparam); // X and Y DPI are equal; HIWORD is the Y value
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}
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return 0;
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case WM_SYSKEYDOWN:
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// F10 is our screenshot key; ImGui already saw this message (handler runs above),
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// so swallow it here to stop DefWindowProc from flicking into Win32 menu mode.
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@@ -60,6 +60,21 @@ public:
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return device_lost_reason_;
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}
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// If a WM_DPICHANGED arrived since the last call (the window moved to a different-DPI monitor, or
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// the display scale changed at runtime), returns true and writes that monitor's DPI to `dpi`,
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// clearing the pending flag; otherwise returns false. The overlay layer polls this to rescale its
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// fonts/style. One-shot, mirroring the deferred-resize handling in pump_messages().
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[[nodiscard]] bool take_dpi_change(unsigned& dpi)
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{
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if (!dpi_pending_)
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{
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return false;
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}
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dpi = pending_dpi_;
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dpi_pending_ = false;
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return true;
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}
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[[nodiscard]] HWND hwnd() const
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{
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return hwnd_;
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@@ -91,6 +106,8 @@ private:
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bool resize_pending_ = false;
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UINT resize_width_ = 0;
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UINT resize_height_ = 0;
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bool dpi_pending_ = false; // set by WM_DPICHANGED, consumed by take_dpi_change()
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unsigned pending_dpi_ = 0; // the monitor DPI reported alongside that WM_DPICHANGED
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bool device_lost_ = false;
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HRESULT device_lost_reason_ = S_OK;
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@@ -6,6 +6,7 @@
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#include <imgui_impl_dx11.h>
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#include <imgui_impl_win32.h>
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#include "coop/dpi.hpp"
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#include "coop/tool_paths.hpp"
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#include "ui/app_chrome.hpp"
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@@ -54,7 +55,6 @@ bool ImGuiLayer::init(HWND hwnd, ID3D11Device* device, ID3D11DeviceContext* cont
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ini_path_ = to_utf8(ini_w);
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io.IniFilename = ini_path_.c_str();
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set_layout_persisted(had_layout);
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ImGui::StyleColorsDark();
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if (!ImGui_ImplWin32_Init(hwnd))
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{
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@@ -65,9 +65,49 @@ bool ImGuiLayer::init(HWND hwnd, ID3D11Device* device, ID3D11DeviceContext* cont
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return false;
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}
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initialized_ = true;
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// Scale the overlay (font + style) to the monitor the window opened on. The process is
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// per-monitor-DPI-aware (set in wWinMain), so GetDpiForWindow returns that monitor's real DPI.
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apply_dpi(GetDpiForWindow(hwnd));
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return true;
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}
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void ImGuiLayer::apply_dpi(unsigned dpi)
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{
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const float scale = dpi_scale_from(dpi);
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ImGuiIO& io = ImGui::GetIO();
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// Rebuild the font atlas at the DPI-scaled pixel size so ImGui's built-in default font is
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// rasterized crisp at the target size, rather than bitmap-stretched the way io.FontGlobalScale
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// would leave it. scaled_font_px() scales the one named base-size constant.
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io.Fonts->Clear();
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ImFontConfig cfg;
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cfg.SizePixels = scaled_font_px(dpi);
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io.Fonts->AddFontDefault(&cfg);
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// Reset to the base dark theme, then scale spacing/padding/border sizes to match. Resetting
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// first keeps repeated DPI changes from compounding (ScaleAllSizes multiplies the style in place).
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ImGui::StyleColorsDark();
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ImGui::GetStyle().ScaleAllSizes(scale);
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// Drop the DX11 backend's cached font texture so it rebuilds from the new atlas next frame. Before
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// the first frame nothing is built yet, so this is a harmless no-op during init().
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if (initialized_)
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{
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ImGui_ImplDX11_InvalidateDeviceObjects();
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}
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dpi_scale_ = scale;
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}
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void ImGuiLayer::set_dpi(unsigned dpi)
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{
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if (!initialized_ || dpi_scale_from(dpi) == dpi_scale_)
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{
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return; // not up yet, or the scale didn't actually change -- skip a needless atlas rebuild
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}
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apply_dpi(dpi);
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}
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void ImGuiLayer::begin_frame()
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{
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ImGui_ImplDX11_NewFrame();
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@@ -22,8 +22,18 @@ public:
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void begin_frame();
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void end_frame();
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// Rescale the overlay's font + style to a monitor DPI (dots per inch). Called from the window's
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// deferred WM_DPICHANGED handling when the window moves to a different-DPI monitor or the display
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// scale changes at runtime. No-op before init() or when the resulting scale is unchanged.
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void set_dpi(unsigned dpi);
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private:
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// Rebuild the font atlas at the DPI-scaled size and re-apply the scaled dark style. Used by both
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// init() (first apply) and set_dpi() (runtime change).
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void apply_dpi(unsigned dpi);
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bool initialized_ = false;
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float dpi_scale_ = 1.0f; // last-applied UI scale; guards set_dpi against redundant atlas rebuilds
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// Backing storage for io.IniFilename (ImGui keeps the pointer, not a copy), so the
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// layout .ini path must outlive the context. Empty until init() sets it.
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std::string ini_path_;
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@@ -387,6 +387,13 @@ int run()
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while (window.pump_messages())
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{
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// Rescale the overlay if the window changed DPI (moved monitors, or the display scale changed).
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// pump_messages() latches the new DPI; apply it here, outside any in-progress ImGui frame.
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if (unsigned new_dpi = 0; window.take_dpi_change(new_dpi))
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{
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imgui.set_dpi(new_dpi);
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}
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// When the operator enabled "Sync flip to game frames" (Hooked source), pace the
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// whole iteration to the game: wait for the next published frame before rendering,
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// then present without vsync so the flip lands in lockstep with the game.
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@@ -539,6 +546,11 @@ int run()
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int WINAPI wWinMain(HINSTANCE, HINSTANCE, LPWSTR, int)
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{
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// Per-monitor DPI awareness (v2): make GetSystemMetrics / GetDpiForWindow report true pixels so the
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// mirror renders at the display's native resolution instead of a virtualized one that Windows would
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// bitmap-stretch (softening the image). We scale the ImGui overlay ourselves to stay readable. Must
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// run before any window is created.
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SetProcessDpiAwarenessContext(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
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// WGC requires an initialized apartment; multi-threaded suits the
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// free-threaded frame pool.
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winrt::init_apartment(winrt::apartment_type::multi_threaded);
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