Docker Desktop's UI is too small on my high DPI monitor. This makes it hard to read what is on the screen at times. How can I make the text and buttons larger?
Ctrl + Shift + + will let you increase the text size
Ctrl + - will let you decrease the text size
Related
What I'm trying to achieve is as simple as setting the game aspect ratio to be the exact same even on different mobile sizes. (9:16)
For example:
this is how it looks like on a phone with a screen size of 1080 x 1920 (this is the size i built the game on)
looks all nice right? but then, this is what happens on a screen of size 1284 x 2778
So how should I go about not letting the sides on the 1284 x 2778 screen got cut off and instead just scaling down the game while preserving the 9 by 16 ratio so that nothing got cut off and have a black bar on top and bottom to cover for the missing pixels?
Something like this is what I'm trying to achieve:
(I got that temporarily by literally scaling down every single gameobject which is very inefficient)
What I've tried:
using the free webGL template on the assets store to no avail
manually writing css codes in the index.html file to also no avail
note: I uses 1284 x 2778 only for reference but it would be even better if the solution could work with the many screen sizes of mobile phones out there. Cheers!
Cheers!
I'm coding in c++ on windows 10 - straight win32 API.
I wanted to make a window show up in the top right of the screen.
As I was doing this, I noticed that screen coordinates for a maximized window are left=-8, top=-8, right=1936, bottom=1088.
Also, when I position a window so right=1920 and top=0, there's about an 8 pixel gap on the right. I tried moving the window around to see what screen coordinates I got.
rect.left for a nonmaximized window can go from -7 to 1912.
so things are slid by 7 pixels ? WTF microsoft ??
How am I supposed to come up with the rec.right=1913 value to position my window aligned to right side of screen without that dang gap ?
But rect.right of 1920 leaves a gap. So rect.right of 1912 would leave MORE of a gap...
And I need a solution that'll work back to Vista.
Pre win10, that rect.right should be 1920 like ya expect.
Whaaaaat is going on here? I'm about to start throwing knives around !!
Code wise, this is just what GetWindowRect is reporting...
(excuse my weird debugging function)
::GetWindowRect (_wndo, r);
DBG("ExtRc l=`d r=`d t=`d b=`d w=`d h=`d",
r->left, r->right, r->top, r->bottom, r->right-r->left, r->bottom-r->top);
Well thanks to #ChristopherOicles
This is really his answer. Duplicate this as your own (or tweak it, whatever) and I'll accept your's.
What's going on is microsoft wrecking border widths in windows 10.
GetWindowRect returns the outside window coordinates as screen coordinates.
GetClientRect returns the inside the window coordinates.
Up until Windows 10 (F U Win10 !!),
The difference in width and height between them was the width and height of the borders.
Upon win10, the border width reports 16 pixels, so 8 pixels a side.
However, only 1 of those pixels are visible. 7 of them are transparent.
So your window has a transparent 7 pixels to the left, right, and bottom.
So you need to take those transparent 7 pixels into account if you're going to line up the window on the screen programmatically. The user doesn't want that 7 pixel gap next to the screen border !
DwmGetWindowAttribute with the attribute DWMWA_EXTENDED_FRAME_BOUNDS will get you the width and height of the ACTUALLY SHOWING part of the border in screen coordinates. So similar to GetWindowRect, but the rect does not include the invisible-ness.
You're still going to need GetWindowRect most of the time to set the width and height of your window and those 7 pixels per side of invisible-ness are needed to size the window properly programmatically.
So use the difference between the .left of the rect GetWindowRect returns and .left of what DwmTerribleName returns to get that 7 pixels of offset.
In my opinion, whoever did this at Microsoft should be immediately shot.
This is a hoop I didn't need to jump through.
This breaks compatibility with the past.
This is because of the width of the window border and other factors, which vary depending on OS version, user preference, and DPI settings. See the GetSystemMetrics function.
If I maximize a Delphi form the width and height values are 8 pixles greater that the corresponding GetSystemMetrics SM_CXSCREEN and SM_CYSCREEN?
For Example:
When I right click on my screen and get properties I have a 1680 X 1050 screen resolution. Those are the same values returned from GetSystemMetrics(SM_CXSCREEN) and GetSystemMetrics(SM_CYSCREEN).
When I maximize the form in my Delphi application I get a width of 1688 and a height of 1058. There is an 8 pixel difference. What causes this difference?
When maximized windows were originally implemented, the designers wanted to remove the resizing borders. Rather than removing them, they instead decided to draw those borders beyond the edges of the screen, where they would not be seen. Hence the rather surprising window rectangle of a maximized window.
This implementation decision became a problem with the advent of multi-monitor systems. By that time there were applications that relied on this behaviour and so the Windows team decided to retain the behaviour for the sake of compatibility. This meant that maximized windows leaked onto neighbouring screens. In time the window manager acquired capabilities that meant it could suppress that leakage.
Raymond Chen, as usual, has an article that covers the details: Why does a maximized window have the wrong window rectangle?
I wrote simple program, which catches WM_GETMINMAXINFO. This message allows one to modify position and size of maximized window, before the actual maximization takes place. The default values provided by system were:
Position.x: -8
Position.y: -8
Size.x: 1456 (= 8 + width of screen + 8)
Size.y: 916 (= 8 + height of screen + 8)
The resolution of my screen is 1440x900.
It seems, that Windows positions the window after the maximization in such way, that the client area covers the most the available space and window's chrome is hidden outside the screen area.
I have a question about using images for universal apps on IOS.
I've created a universal app that works on all iphone devices and ipads. I've placed all the content via storyboard. On a View I have two buttons one on the top space area that is 40 points high and as wide as the view, one on the bottom area also 40 points high and as wide as the view and an image that is a square (A x A) in the middle of the view, the image is constrained by horizontal and vertical (For it to stay always aligned in the middle of the view).
(I understand that if I use an image that is 100 points by 100 points image at 1x, I need to create two other images at 200 points by 200 points for 2x and 300 by 300 for 3x.)
1) So if I constrain the UIImage container by height and width equal to 100 by 100, it will be 100 by 100 points in all devices. But I want it to use as much space as possible. That would mean that on iphone 5 - 6s+ it would always be 100 by 100, it would look smaller on every growing screen. It would also mean that I would need to make it bigger for Ipad (Storyboard changing to regular regular to change UIImage container size for ipad, ex. increase it to 300 x 300). Put once I make it bigger, the image I have will be to small for that size therefore turn blurry or pixelated.
Right?
2) If I would like to be able to use as much space as possible I thought of using the following method. Constraining the UIImage to be equal width as the view but reducing its multiplier to 0.9 or 0.8 (Therefore making it smaller then the view width) and placing an aspect ratio of 1:1(To maintain it square). That way taking advantage of most of the view space that is free, and In all the devices it would always seem filling the same space. However the problem would be that the image would have to be different sizes. (Ex. iphone 5 = 150 x 150, on iphone 6 = 250 x 250, on iphone 6+ = 320 x 320 ans on ipad 600 x 600).
so If I make an image that in 2x that is 150 x 150, when its used on the iphone 6 it would be distorted or pixelated and the same for for the rest.
So can someone help me understand what I should do? or link a tutorial?
Please help!!
I've found that the best way to solve this problem would be to make a much larger image and let the constraints resize it. That way, you've covered your bases if new resolutions are developed, or with the current varying sizes. A much larger image would not look bad if it was compressed into a smaller space, but you might lose some details.
Does anyone know how Apple does this? Here's the problem I have. I have some images that are very high-res. When I create a button and set the background image to one of these images the resolution is crystal clear.
Then if I take that same image and using (and believe I've tried a lot of suggestions) and I reduce the dimensions the image always come out blurry. And the images are all 354 x 354 that I"m downsizing to 40x40.
So if you know what method Apple uses to get crystal clear smaller versions or thumbnails please let me know.
Thanks!
All the iOS devices right now have retina screens. That means that your 40 x 40 image is actually an 80 x 80 image (or even different with the new iPhone 6(+)). When you size the button, the dimensions are in points but when you resize using Photoshop, you're going all the way down to 40 x 40.