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[Bug 1317356] Re: Shortcut hint does not respect monitor scaling factor

 

** Description changed:

+ [Impact]
  The shortcut hint is not properly scaled in HiDPI monitors
+ 
+ [Test case]
+ 1. From Unity Control Center -> Displays -> Change the monitor scaling to somewhat
+    different from 1.0 (might be both bigger and smaller, your choice; but scaling down is
+    recommended if your monitor has a small resolution or next point will fail).
+ 2. Hold Super and keep it pressed unless the shortcut hint won't show up
+    (note: this might not happen if the monitor resolution is not big enough to contain
+    all the shortcuts; see point above)
+ 3. The shortcuts view and all its text should be scaled to match the defined monitor
+    scaling factor.
+    In Multi-monitor scenario it should match the scaling factor of the monitor where the
+    view opens (so where the mouse is).
+ 
+ 
+ [Regression potential]The potential of regression is basically none, since we just moved from fixed sizes to relative sizes and unless the scale value is set to an invalid value, this should work as it happens in other unity views that do support scaling currently.

** Description changed:

  [Impact]
  The shortcut hint is not properly scaled in HiDPI monitors
  
  [Test case]
  1. From Unity Control Center -> Displays -> Change the monitor scaling to somewhat
-    different from 1.0 (might be both bigger and smaller, your choice; but scaling down is
-    recommended if your monitor has a small resolution or next point will fail).
+    different from 1.0 (might be both bigger and smaller, your choice; but scaling down is
+    recommended if your monitor has a small resolution or next point will fail).
  2. Hold Super and keep it pressed unless the shortcut hint won't show up
-    (note: this might not happen if the monitor resolution is not big enough to contain
-    all the shortcuts; see point above)
+    (note: this might not happen if the monitor resolution is not big enough to contain
+    all the shortcuts; see point above)
  3. The shortcuts view and all its text should be scaled to match the defined monitor
-    scaling factor.
-    In Multi-monitor scenario it should match the scaling factor of the monitor where the
-    view opens (so where the mouse is).
+    scaling factor.
+    In Multi-monitor scenario it should match the scaling factor of the monitor where the
+    view opens (so where the mouse is).
  
- 
- [Regression potential]The potential of regression is basically none, since we just moved from fixed sizes to relative sizes and unless the scale value is set to an invalid value, this should work as it happens in other unity views that do support scaling currently.
+ [Regression potential]
+ The potential of regression is basically none, since we just moved from fixed sizes to relative sizes and unless the scale value is set to an invalid value, this should work as it happens in other unity views that do support scaling currently.

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https://bugs.launchpad.net/bugs/1317356

Title:
  Shortcut hint does not respect monitor scaling factor

Status in Unity:
  Fix Released
Status in Unity 7.2 series:
  In Progress
Status in “unity” package in Ubuntu:
  Fix Released

Bug description:
  [Impact]
  The shortcut hint is not properly scaled in HiDPI monitors

  [Test case]
  1. From Unity Control Center -> Displays -> Change the monitor scaling to somewhat
     different from 1.0 (might be both bigger and smaller, your choice; but scaling down is
     recommended if your monitor has a small resolution or next point will fail).
  2. Hold Super and keep it pressed unless the shortcut hint won't show up
     (note: this might not happen if the monitor resolution is not big enough to contain
     all the shortcuts; see point above)
  3. The shortcuts view and all its text should be scaled to match the defined monitor
     scaling factor.
     In Multi-monitor scenario it should match the scaling factor of the monitor where the
     view opens (so where the mouse is).

  [Regression potential]
  The potential of regression is basically none, since we just moved from fixed sizes to relative sizes and unless the scale value is set to an invalid value, this should work as it happens in other unity views that do support scaling currently.

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