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Godot v3 seems not implementing proper conversion for [win32 resolution] #56360

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talapink opened this issue Dec 30, 2021 · 1 comment
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@talapink
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Godot version

v3.4.2.stable.official [45eaa2d]

System information

Windows 11 ASUS ROG flow X13 32GB GF1650

Issue description

  • I did find
    • all debug screen from [run? button] appear far right down of my screen.
  • on environment
    • Windows 11
    • 4K real screen
    • 25% scale
    • logical full screen size for this is around 1500? X 700?
      ( Screen.PrimaryScreen for WinForm NET 4.8, NET 5 and up behave different, so I do not know. )
  • I suggest
    • GL's answer for Rectangle is from driver, but when locate you need to get Local Logical desktop Value and convert
    • or your drawing go offscreen (too far). I think Win11 relocate new window automatically as window go total offscreen.
    • forget about multiscreen resolution issue (this one require offscreen rendering and copy rendering result to 2 partial window, performance cost will be too expensive comparing return, let users to jump windows between screens will be more beneficial.)
  • conclusion
    • I just start evaluating Godot so sorry for bad report
    • I just wished you guys don't forget to handle logical coordinate mapping for Godot 4 (quite important as most system start implementing multiple -virtual- workspace)
    • I start code again after 30 years ,so please forgive my lousy report (my start carrier was from 6502 and ended with PowerPC)
    • I wish you project to prosper

Steps to reproduce

1 use Windows 11
2 change resolution to other than 100%
3 you will find windows appear funny places.

Minimal reproduction project

all for your demo project (I did try 4 from search "multitouch")

@Calinou
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Calinou commented Dec 30, 2021

Duplicate of #13017.

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