Improve the introduction to the high DPI overview
Add images to show the difference between scaled text and text rendered at the full resolution.
This commit is contained in:
parent
42ec95ff92
commit
6a1e3fa232
BIN
docs/doxygen/images/overview_highdpi_text_144.png
Normal file
BIN
docs/doxygen/images/overview_highdpi_text_144.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 21 KiB |
BIN
docs/doxygen/images/overview_highdpi_text_72.png
Normal file
BIN
docs/doxygen/images/overview_highdpi_text_72.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 17 KiB |
@ -2,29 +2,35 @@ High DPI Support in wxWidgets {#overview_high_dpi}
|
||||
=============================
|
||||
[TOC]
|
||||
|
||||
[comment]: # (Not sure if the first 2 sections are really worth keeping)
|
||||
Introduction
|
||||
============
|
||||
|
||||
Terms and Definitions
|
||||
=====================
|
||||
Many modern displays have way more pixels on the same surface than used to be
|
||||
the norm, resulting in much higher values of DPI (dots, i.e. pixels, per inch)
|
||||
than the traditionally used values. This allows to render texts, or geometric
|
||||
shapes in general much more smoothly.
|
||||
|
||||
Many modern displays have much higher pixel density than used to be the norm,
|
||||
resulting in much higher values of DPI (dots, i.e. pixels, per inch) than the
|
||||
traditionally used values. While the DPI reported by the system is not exactly
|
||||
the same as the actual pixel density, i.e. it doesn't exactly correspond to the
|
||||
number of pixels on the screen divided by the screen physical dimension in
|
||||
inches, it still needs to change to roughly correspond to it.
|
||||
As an illustration here are two scaled up views of the same text in 11 pt
|
||||
Helvetica using up the same space on screen. First on an original Mac display
|
||||
at 72 dpi, then on a High DPI Display, called "Retina" by Apple with twice as
|
||||
many pixels in both dimensions (144 dpi), thus 4 times the number of pixels on
|
||||
the same surface. Using these the contours are much more detailed.
|
||||
|
||||
This system DPI value is typically expressed using a scaling factor, by which
|
||||
the baseline DPI value is multiplied. For example, MSW systems may use 125% or
|
||||
150% scaling, meaning that they use DPI of 120 or 144 respectively, as baseline
|
||||
DPI value is 96. Similarly, Linux systems may use "2x" scaling, resulting in
|
||||
DPI value of 192. Macs are slightly different, as even they also may use "2x"
|
||||
scaling, the effective DPI corresponding to it is 144, as the baseline value on
|
||||
this platform is 72.
|
||||
![11 pt Helvetica at 72 DPI](overview_highdpi_text_72.png)
|
||||
|
||||
![11 pt Helvetica at 144 DPI](overview_highdpi_text_144.png)
|
||||
|
||||
To the user the DPI is typically expressed using a scaling factor, by which the
|
||||
baseline DPI value is multiplied. For example, MSW systems may use 125% or 150%
|
||||
scaling, meaning that they use DPI of 120 or 144 respectively, as baseline DPI
|
||||
value is 96. Similarly, Linux systems may use "2x" scaling, resulting in DPI
|
||||
value of 192. Macs are slightly different, as even they also may use "2x"
|
||||
scaling, as in the example above, the effective DPI corresponding to it is 144,
|
||||
as the baseline value on this platform is 72.
|
||||
|
||||
|
||||
The Problem with High DPI Displays
|
||||
==================================
|
||||
----------------------------------
|
||||
|
||||
If high DPI displays were treated in the same way as normal ones, existing
|
||||
applications would look tiny of them. For example, a square window 500 pixels
|
||||
@ -44,13 +50,20 @@ the full display resolution, so a better solution is needed.
|
||||
Pixel Values in High DPI
|
||||
========================
|
||||
|
||||
Some systems automatically scale all the coordinates by the DPI scaling factor,
|
||||
however not all systems supported by wxWidgets do it -- notably, MSW does not.
|
||||
This means that "logical pixels", in which all coordinates and sizes are
|
||||
expressed in wxWidgets API, do _not_ have the same meaning on all platforms
|
||||
when using high DPI displays. To hide this difference from the application,
|
||||
wxWidgets provides "device-independent pixels", abbreviated as "DIP", that are
|
||||
always of the same size on all displays and all platforms.
|
||||
Logical and Device-Independent Pixels
|
||||
-------------------------------------
|
||||
|
||||
Some systems like eg Apple's OSes automatically scale all the coordinates by
|
||||
the DPI scaling factor, however not all systems supported by wxWidgets do it --
|
||||
notably, MSW does not. This means that **logical pixels**, in which all
|
||||
coordinates and sizes are expressed in wxWidgets API, do _not_ have the same
|
||||
meaning on all platforms when using high DPI displays. So while on macOS you
|
||||
can always pass in a size of (500,500) to create the window from the previous
|
||||
paragraph, whatever the resolution of the display is, you would have to
|
||||
increase this to (1000,1000) on MSW when working on a 200% display. To hide
|
||||
this difference from the application, wxWidgets provides **device-independent
|
||||
pixels**, abbreviated as "DIP", that are always of the same size on all
|
||||
displays and all platforms.
|
||||
|
||||
Thus, the first thing do when preparing your application for high DPI support
|
||||
is to stop using raw pixel values. Actually, using any pixel values is not
|
||||
@ -69,9 +82,8 @@ you can just replace it with
|
||||
myFrame->SetClientSize(myFrame->FromDIP(wxSize(400, 300)));
|
||||
```
|
||||
|
||||
|
||||
Physical Pixels
|
||||
===============
|
||||
---------------
|
||||
|
||||
In addition to (logical) pixels and DIPs discussed above, you may also need to
|
||||
work in physical pixel coordinates, corresponding to the actual display pixels.
|
||||
@ -88,6 +100,8 @@ For example, in a wxGLCanvas created with the size of 100 (logical) pixels, the
|
||||
rightmost physical pixel coordinate will be `100*GetContentScaleFactor()`.
|
||||
|
||||
|
||||
[comment]: # (TODO: High-Resolution Images and Artwork)
|
||||
|
||||
|
||||
Platform-Specific Build Issues
|
||||
==============================
|
||||
@ -104,12 +118,12 @@ MSW
|
||||
The behaviour of the application when running on a high-DPI display depends on
|
||||
the values in its [manifest][1]. If your application include `wx/msw/wx.rc`
|
||||
from its resource file, you need to predefine `wxUSE_DPI_AWARE_MANIFEST` to
|
||||
opt-in into high DPI support: define it as `1` for minimal DPI awareness and
|
||||
opt-in into [high DPI support][2]: define it as `1` for minimal DPI awareness and
|
||||
`2` for full, per-monitor DPI awareness supported by Windows 10 version 1703 or
|
||||
later.
|
||||
|
||||
[1]: https://docs.microsoft.com/en-us/windows/win32/sbscs/application-manifests
|
||||
|
||||
[2]: https://docs.microsoft.com/en-us/windows/win32/hidpi/high-dpi-desktop-application-development-on-windows
|
||||
|
||||
macOS
|
||||
-----
|
||||
|
Loading…
Reference in New Issue
Block a user