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Improve performance of screen_get_dpi() in Javascript
Replace a bisect with a single multiplication when calling
screen_get_dpi() in Javascript
Tested the value of
window.matchMedia(`(resolution:${(window.devicePixelRatio*96).toFixed(100)}dpi)`).matches
which is true except for values that cause a lot of rounding errors
(e.g. dpr : 0.3 => resolution: 28.799999999999997dpi)
Even in these cases the value matches the result of the previous
`findDPI()` method.
See also:
6cff589b5b (r81273660)
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parent
d5d22ab035
commit
c2e3971013
1 changed files with 7 additions and 21 deletions
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@ -336,26 +336,12 @@ const GodotDisplay = {
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$GodotDisplay__deps: ['$GodotConfig', '$GodotRuntime', '$GodotDisplayCursor', '$GodotEventListeners', '$GodotDisplayScreen', '$GodotDisplayVK'],
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$GodotDisplay: {
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window_icon: '',
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findDPI: function () {
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function testDPI(dpi) {
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return window.matchMedia(`(max-resolution: ${dpi}dpi)`).matches;
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}
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function bisect(low, high, func) {
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const mid = parseInt(((high - low) / 2) + low, 10);
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if (high - low <= 1) {
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return func(high) ? high : low;
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}
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if (func(mid)) {
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return bisect(low, mid, func);
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}
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return bisect(mid, high, func);
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}
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try {
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const dpi = bisect(0, 800, testDPI);
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return dpi >= 96 ? dpi : 96;
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} catch (e) {
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return 96;
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}
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getDPI: function () {
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// devicePixelRatio is given in dppx
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// https://drafts.csswg.org/css-values/#resolution
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// > due to the 1:96 fixed ratio of CSS *in* to CSS *px*, 1dppx is equivalent to 96dpi.
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const dpi = Math.round(window.devicePixelRatio * 96);
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return dpi >= 96 ? dpi : 96;
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},
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},
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@ -461,7 +447,7 @@ const GodotDisplay = {
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godot_js_display_screen_dpi_get__sig: 'i',
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godot_js_display_screen_dpi_get: function () {
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return GodotDisplay.findDPI();
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return GodotDisplay.getDPI();
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},
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godot_js_display_pixel_ratio_get__sig: 'f',
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