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Update the DPI module docs (#1349)
* Update the DPI module docs * Fix HiDpiFactorChanged doc link * Incorporate lokathor and icefox feedback * Adjust documented desktop resolution range * X11 is one of the reasons I use Windows * Address DPI generics and float->int rounding * Revise DPI value statement to better reflect best practices * Address some of freya's feedback * phrasing * Rephrase X11 DPI stuff
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src/dpi.rs
170
src/dpi.rs
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//! DPI is important, so read the docs for this module if you don't want to be confused.
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//! UI scaling is important, so read the docs for this module if you don't want to be confused.
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//!
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//!
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//! Originally, `winit` dealt entirely in physical pixels (excluding unintentional inconsistencies), but now all
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//! ## Why should I care about UI scaling?
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//! window-related functions both produce and consume logical pixels. Monitor-related functions still use physical
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//! pixels, as do any context-related functions in `glutin`.
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//!
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//!
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//! If you've never heard of these terms before, then you're not alone, and this documentation will explain the
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//! Modern computer screens don't have a consistent relationship between resolution and size.
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//! concepts.
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//! 1920x1080 is a common resolution for both desktop and mobile screens, despite mobile screens
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//! normally being less than a quarter the size of their desktop counterparts. What's more, neither
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//! desktop nor mobile screens are consistent resolutions within their own size classes - common
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//! mobile screens range from below 720p to above 1440p, and desktop screens range from 720p to 5K
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//! and beyond.
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//!
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//!
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//! Modern screens have a defined physical resolution, most commonly 1920x1080. Indepedent of that is the amount of
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//! Given that, it's a mistake to assume that 2D content will only be displayed on screens with
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//! space the screen occupies, which is to say, the height and width in millimeters. The relationship between these two
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//! a consistent pixel density. If you were to render a 96-pixel-square image on a 1080p screen,
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//! measurements is the *pixel density*. Mobile screens require a high pixel density, as they're held close to the
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//! then render the same image on a similarly-sized 4K screen, the 4K rendition would only take up
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//! eyes. Larger displays also require a higher pixel density, hence the growing presence of 1440p and 4K displays.
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//! about a quarter of the physical space as it did on the 1080p screen. That issue is especially
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//! problematic with text rendering, where quarter-sized text becomes a significant legibility
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//! problem.
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//!
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//!
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//! So, this presents a problem. Let's say we want to render a square 100px button. It will occupy 100x100 of the
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//! Failure to account for the scale factor can create a significantly degraded user experience.
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//! screen's pixels, which in many cases, seems perfectly fine. However, because this size doesn't account for the
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//! Most notably, it can make users feel like they have bad eyesight, which will potentially cause
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//! screen's dimensions or pixel density, the button's size can vary quite a bit. On a 4K display, it would be unusably
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//! them to think about growing elderly, resulting in them having an existential crisis. Once users
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//! small.
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//! enter that state, they will no longer be focused on your application.
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//!
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//!
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//! That's a description of what happens when the button is 100x100 *physical* pixels. Instead, let's try using 100x100
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//! ## How should I handle it?
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//! *logical* pixels. To map logical pixels to physical pixels, we simply multiply by the DPI (dots per inch) factor.
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//! On a "typical" desktop display, the scale factor will be 1.0, so 100x100 logical pixels equates to 100x100 physical
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//! pixels. However, a 1440p display may have a scale factor of 1.25, so the button is rendered as 125x125 physical pixels.
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//! Ideally, the button now has approximately the same perceived size across varying displays.
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//!
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//!
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//! Failure to account for the scale factor can create a badly degraded user experience. Most notably, it can make users
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//! The solution to this problem is to account for the device's *scale factor*. The scale factor is
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//! feel like they have bad eyesight, which will potentially cause them to think about growing elderly, resulting in
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//! the factor UI elements should be scaled by to be consistent with the rest of the user's system -
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//! them entering an existential panic. Once users enter that state, they will no longer be focused on your application.
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//! for example, a button that's normally 50 pixels across would be 100 pixels across on a device
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//! with a scale factor of `2.0`, or 75 pixels across with a scale factor of `1.5`.
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//!
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//!
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//! There are two ways to get the scale factor:
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//! The scale factor correlates with, but no has direct relationship to, the screen's actual DPI
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//! - You can track the [`DpiChanged`](crate::event::WindowEvent::DpiChanged) event of your
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//! (dots per inch). Operating systems used to define the scale factor in terms of the screen's
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//! windows. This event is sent any time the scale factor changes, either because the window moved to another monitor,
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//! approximate DPI (at the time, 72 pixels per inch), but [Microsoft decided to report that the DPI
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//! or because the user changed the configuration of their screen.
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//! was roughly 1/3 bigger than the screen's actual DPI (so, 96 pixels per inch) in order to make
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//! - You can also retrieve the scale factor of a monitor by calling
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//! text more legible][microsoft_dpi]. As a result, the exact DPI as defined by the OS doesn't carry
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//! [`MonitorHandle::scale_factor`](crate::monitor::MonitorHandle::scale_factor), or the
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//! a whole lot of weight when designing cross-platform UIs. Scaled pixels should generally be used
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//! current scale factor applied to a window by calling
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//! as the base unit for on-screen UI measurement, instead of DPI-dependent units such as
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//! [`Window::scale_factor`](crate::window::Window::scale_factor), which is roughly equivalent
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//! [points][points] or [picas][picas].
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//! to `window.current_monitor().scale_factor()`.
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//!
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//!
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//! Depending on the platform, the window's actual scale factor may only be known after
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//! ### Position and Size types
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//! the event loop has started and your window has been drawn once. To properly handle these cases,
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//! the most robust way is to monitor the [`DpiChanged`](crate::event::WindowEvent::DpiChanged)
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//! event and dynamically adapt your drawing logic to follow the scale factor.
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//!
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//!
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//! Here's an overview of what sort of scale factors you can expect, and where they come from:
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//! Winit's `Physical(Position|Size)` types correspond with the actual pixels on the device, and the
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//! - **Windows:** On Windows 8 and 10, per-monitor scaling is readily configured by users from the display settings.
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//! `Logical(Position|Size)` types correspond to the physical pixels divided by the scale factor.
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//! While users are free to select any option they want, they're only given a selection of "nice" scale factors, i.e.
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//! All of Winit's functions return physical types, but can take either logical or physical
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//! 1.0, 1.25, 1.5... on Windows 7, the scale factor is global and changing it requires logging out.
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//! coordinates as input, allowing you to use the most convenient coordinate system for your
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//! - **macOS:** The buzzword is "retina displays", which have a scale factor of 2.0. Otherwise, the scale factor is 1.0.
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//! particular application.
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//! Intermediate scale factors are never used, thus 1440p displays/etc. aren't properly supported. It's possible for any
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//! display to use that 2.0 scale factor, given the use of the command line.
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//! - **X11:** On X11, we calcuate the scale factor based on the millimeter dimensions provided by XRandR. This can
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//! result in a wide range of possible values, including some interesting ones like 1.0833333333333333. This can be
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//! overridden using the `WINIT_X11_SCALE_FACTOR` environment variable, though that's not recommended.
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//! - **Wayland:** On Wayland, scale factors are set per-screen by the server, and are always integers (most often 1 or 2).
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//! - **iOS:** scale factors are both constant and device-specific on iOS.
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//! - **Android:** This feature isn't yet implemented on Android, so the scale factor will always be returned as 1.0.
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//! - **Web:** scale factors are handled by the browser and will always be 1.0 for your application.
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//!
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//!
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//! The window's logical size is conserved across DPI changes, resulting in the physical size changing instead. This
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//! Winit's position and size types types are generic over their exact pixel type, `P`, to allow the
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//! may be surprising on X11, but is quite standard elsewhere. Physical size changes always produce a
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//! API to have integer precision where appropriate (e.g. most window manipulation functions) and
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//! [`Resized`](crate::event::WindowEvent::Resized) event, even on platforms where no resize actually occurs,
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//! floating precision when necessary (e.g. logical sizes for fractional scale factors and touch
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//! such as macOS and Wayland. As a result, it's not necessary to separately handle
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//! input). If `P` is a floating-point type, please do not cast the values with `as {int}`. Doing so
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//! [`DpiChanged`](crate::event::WindowEvent::DpiChanged) if you're only listening for size.
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//! will truncate the fractional part of the float, rather than properly round to the nearest
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//! integer. Use the provided `cast` function or `From`/`Into` conversions, which handle the
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//! rounding properly. Note that precision loss will still occur when rounding from a float to an
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//! int, although rounding lessens the problem.
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//!
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//!
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//! Your GPU has no awareness of the concept of logical pixels, and unless you like wasting pixel density, your
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//! ### Events
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//! framebuffer's size should be in physical pixels.
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//!
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//!
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//! `winit` will send [`Resized`](crate::event::WindowEvent::Resized) events whenever a window's logical size
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//! Winit will dispatch a [`DpiChanged`](crate::event::WindowEvent::DpiChanged)
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//! changes, and [`DpiChanged`](crate::event::WindowEvent::DpiChanged) events
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//! event whenever a window's scale factor has changed. This can happen if the user drags their
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//! whenever the scale factor changes. Receiving either of these events means that the physical size of your window has
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//! window from a standard-resolution monitor to a high-DPI monitor, or if the user changes their
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//! changed, and you should recompute it using the latest values you received for each. If the logical size and the
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//! DPI settings. This gives you a chance to rescale your application's UI elements and adjust how
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//! scale factor change simultaneously, `winit` will send both events together; thus, it's recommended to buffer
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//! the platform changes the window's size to reflect the new scale factor. If a window hasn't
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//! these events and process them at the end of the queue.
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//! received a [`DpiChanged`](crate::event::WindowEvent::DpiChanged) event,
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//! then its scale factor is `1.0`.
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//!
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//!
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//! If you never received any [`DpiChanged`](crate::event::WindowEvent::DpiChanged) events,
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//! ## How is the scale factor calculated?
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//! then your window's scale factor is 1.
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//!
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//! Scale factor is calculated differently on different platforms:
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//!
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//! - **Windows:** On Windows 8 and 10, per-monitor scaling is readily configured by users from the
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//! display settings. While users are free to select any option they want, they're only given a
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//! selection of "nice" scale factors, i.e. 1.0, 1.25, 1.5... on Windows 7, the scale factor is
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//! global and changing it requires logging out. See [this article][windows_1] for technical
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//! details.
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//! - **macOS:** "retina displays" have a scale factor of 2.0. Otherwise, the scale factor is 1.0.
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//! Intermediate scale factors are never used. It's possible for any display to use that 2.0 scale
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//! factor, given the use of the command line.
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//! - **X11:** Many man-hours have been spent trying to figure out how to handle DPI in X11. Winit
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//! currently uses a three-pronged approach:
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//! + Use the value in the `WINIT_X11_SCALE_FACTOR` environment variable, if present.
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//! + If not present, use the value set in `Xft.dpi` in Xresources.
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//! + Otherwise, calcuate the scale factor based on the millimeter monitor dimensions provided by XRandR.
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//!
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//! If `WINIT_X11_SCALE_FACTOR` is set to `randr`, it'll ignore the `Xft.dpi` field and use the
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//! XRandR scaling method. Generally speaking, you should try to configure the standard system
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//! variables to do what you want before resorting to `WINIT_X11_SCALE_FACTOR`.
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//! - **Wayland:** On Wayland, scale factors are set per-screen by the server, and are always
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//! integers (most often 1 or 2).
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//! - **iOS:** Scale factors are set by Apple to the value that best suits the device, and range
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//! from `1.0` to `3.0`. See [this article][apple_1] and [this article][apple_2] for more
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//! information.
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//! - **Android:** Scale factors are set by the manufacturer to the value that best suits the
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//! device, and range from `1.0` to `4.0`. See [this article][android_1] for more information.
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//! - **Web:** The scale factor is the ratio between CSS pixels and the physical device pixels.
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//!
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//! [microsoft_dpi]: https://blogs.msdn.microsoft.com/fontblog/2005/11/08/where-does-96-dpi-come-from-in-windows/
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//! [points]: https://en.wikipedia.org/wiki/Point_(typography)
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//! [picas]: https://en.wikipedia.org/wiki/Pica_(typography)
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//! [windows_1]: https://docs.microsoft.com/en-us/windows/win32/hidpi/high-dpi-desktop-application-development-on-windows
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//! [apple_1]: https://developer.apple.com/library/archive/documentation/DeviceInformation/Reference/iOSDeviceCompatibility/Displays/Displays.html
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//! [apple_2]: https://developer.apple.com/design/human-interface-guidelines/macos/icons-and-images/image-size-and-resolution/
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//! [android_1]: https://developer.android.com/training/multiscreen/screendensities
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pub trait Pixel: Copy + Into<f64> {
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pub trait Pixel: Copy + Into<f64> {
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fn from_f64(f: f64) -> Self;
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fn from_f64(f: f64) -> Self;
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/// A position represented in logical pixels.
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/// A position represented in logical pixels.
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///
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///
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/// The position is stored as floats, so please be careful. Casting floats to integers truncates the fractional part,
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/// The position is stored as floats, so please be careful. Casting floats to integers truncates the
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/// which can cause noticable issues. To help with that, an `Into<(i32, i32)>` implementation is provided which
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/// fractional part, which can cause noticable issues. To help with that, an `Into<(i32, i32)>`
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/// does the rounding for you.
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/// implementation is provided which does the rounding for you.
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#[derive(Debug, Copy, Clone, PartialEq)]
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#[derive(Debug, Copy, Clone, PartialEq)]
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#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
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#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
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pub struct LogicalPosition<P> {
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pub struct LogicalPosition<P> {
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}
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}
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/// A position represented in physical pixels.
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/// A position represented in physical pixels.
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///
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/// The position is stored as floats, so please be careful. Casting floats to integers truncates the fractional part,
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/// which can cause noticable issues. To help with that, an `Into<(i32, i32)>` implementation is provided which
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/// does the rounding for you.
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#[derive(Debug, Copy, Clone, PartialEq)]
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#[derive(Debug, Copy, Clone, PartialEq)]
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#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
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#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
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pub struct PhysicalPosition<P> {
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pub struct PhysicalPosition<P> {
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}
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}
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/// A size represented in logical pixels.
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/// A size represented in logical pixels.
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///
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/// The size is stored as floats, so please be careful. Casting floats to integers truncates the fractional part,
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/// which can cause noticable issues. To help with that, an `Into<(u32, u32)>` implementation is provided which
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/// does the rounding for you.
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#[derive(Debug, Copy, Clone, PartialEq)]
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#[derive(Debug, Copy, Clone, PartialEq)]
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#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
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#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
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pub struct LogicalSize<P> {
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pub struct LogicalSize<P> {
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}
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}
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}
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}
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/// A size that's either physical or logical.
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#[derive(Debug, Copy, Clone, PartialEq)]
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#[derive(Debug, Copy, Clone, PartialEq)]
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#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
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#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
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pub enum Size {
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pub enum Size {
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}
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}
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}
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}
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/// A position that's either physical or logical.
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#[derive(Debug, Copy, Clone, PartialEq)]
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#[derive(Debug, Copy, Clone, PartialEq)]
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#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
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#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
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pub enum Position {
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pub enum Position {
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/// is pointed to by the `new_inner_size` reference. By default, this will contain the size suggested
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/// is pointed to by the `new_inner_size` reference. By default, this will contain the size suggested
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/// by the OS, but it can be changed to any value.
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/// by the OS, but it can be changed to any value.
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///
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///
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/// For more information about DPI in general, see the [`dpi`](dpi/index.html) module.
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/// For more information about DPI in general, see the [`dpi`](crate::dpi) module.
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DpiChanged {
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DpiChanged {
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scale_factor: f64,
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scale_factor: f64,
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new_inner_size: &'a mut PhysicalSize<u32>,
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new_inner_size: &'a mut PhysicalSize<u32>,
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