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>
19 KiB
19 KiB