Improve style drawing under DPR scaling further
Rounding distances up can result in coordinates outside of the clip rect. So stick to always round distances down when we multiply a scaling. Fixes: QTBUG-109640 Pick-to: 6.5 Change-Id: I784b7c90da9b6e7f5a925d4275eb67497616001d Reviewed-by: Morten Johan Sørvig <morten.sorvig@qt.io>
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@ -230,8 +230,8 @@ void qDrawShadeRect(QPainter *p, int x, int y, int w, int h,
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p->scale(inverseScale, inverseScale);
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x = qRound(devicePixelRatio * x);
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y = qRound(devicePixelRatio * y);
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w = qRound(devicePixelRatio * w);
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h = qRound(devicePixelRatio * h);
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w = devicePixelRatio * w;
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h = devicePixelRatio * h;
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lineWidth = qRound(devicePixelRatio * lineWidth);
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midLineWidth = qRound(devicePixelRatio * midLineWidth);
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p->translate(0.5, 0.5);
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@ -346,8 +346,8 @@ void qDrawShadePanel(QPainter *p, int x, int y, int w, int h,
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p->scale(inverseScale, inverseScale);
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x = qRound(devicePixelRatio * x);
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y = qRound(devicePixelRatio * y);
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w = qRound(devicePixelRatio * w);
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h = qRound(devicePixelRatio * h);
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w = devicePixelRatio * w;
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h = devicePixelRatio * h;
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lineWidth = qRound(devicePixelRatio * lineWidth);
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p->translate(0.5, 0.5);
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isTranslated = true;
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@ -443,8 +443,8 @@ static void qDrawWinShades(QPainter *p,
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p->scale(inverseScale, inverseScale);
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x = qRound(devicePixelRatio * x);
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y = qRound(devicePixelRatio * y);
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w = qRound(devicePixelRatio * w);
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h = qRound(devicePixelRatio * h);
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w = devicePixelRatio * w;
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h = devicePixelRatio * h;
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p->translate(0.5, 0.5);
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isTranslated = true;
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}
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@ -590,8 +590,8 @@ void qDrawPlainRect(QPainter *p, int x, int y, int w, int h, const QColor &c,
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p->scale(inverseScale, inverseScale);
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x = qRound(devicePixelRatio * x);
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y = qRound(devicePixelRatio * y);
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w = qRound(devicePixelRatio * w);
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h = qRound(devicePixelRatio * h);
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w = devicePixelRatio * w;
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h = devicePixelRatio * h;
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lineWidth = qRound(devicePixelRatio * lineWidth);
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p->translate(0.5, 0.5);
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}
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