//! DPI is important, so read the docs for this module if you don't want to be confused. //! //! Originally, `winit` dealt entirely in physical pixels (excluding unintentional inconsistencies), but now all //! window-related functions both produce and consume logical pixels. Monitor-related functions still use physical //! pixels, as do any context-related functions in `glutin`. //! //! If you've never heard of these terms before, then you're not alone, and this documentation will explain the //! concepts. //! //! Modern screens have a defined physical resolution, most commonly 1920x1080. Indepedent of that is the amount of //! space the screen occupies, which is to say, the height and width in millimeters. The relationship between these two //! measurements is the *pixel density*. Mobile screens require a high pixel density, as they're held close to the //! eyes. Larger displays also require a higher pixel density, hence the growing presence of 1440p and 4K displays. //! //! So, this presents a problem. Let's say we want to render a square 100px button. It will occupy 100x100 of the //! screen's pixels, which in many cases, seems perfectly fine. However, because this size doesn't account for the //! screen's dimensions or pixel density, the button's size can vary quite a bit. On a 4K display, it would be unusably //! small. //! //! That's a description of what happens when the button is 100x100 *physical* pixels. Instead, let's try using 100x100 //! *logical* pixels. To map logical pixels to physical pixels, we simply multiply by the DPI (dots per inch) factor. //! On a "typical" desktop display, the DPI factor will be 1.0, so 100x100 logical pixels equates to 100x100 physical //! pixels. However, a 1440p display may have a DPI factor of 1.25, so the button is rendered as 125x125 physical pixels. //! Ideally, the button now has approximately the same perceived size across varying displays. //! //! Failure to account for the DPI factor can create a badly degraded user experience. Most notably, it can make users //! feel like they have bad eyesight, which will potentially cause them to think about growing elderly, resulting in //! them entering an existential panic. Once users enter that state, they will no longer be focused on your application. //! //! There are two ways to get the DPI factor: //! - You can track the `WindowEvent::HiDpiFactorChanged` event of your windows. This event is sent any //! time the DPI factor changes, be it because the window moved to another monitor, or because the //! user changed the configuration of their screen. //! - You can also retrieve the DPI factor of a monitor by calling //! [`MonitorId::get_hidpi_factor`](../struct.MonitorId.html#method.get_hidpi_factor), or the //! current DPI factor applied to a window by calling //! [`Window::get_hidpi_factor`](../struct.Window.html#method.get_hidpi_factor), which is roughly equivalent //! to `window.get_current_monitor().get_hidpi_factor()`. //! //! Depending on the platform, the window's actual DPI factor may only be known after //! the event loop has started and your window has been drawn once. To properly handle these cases, //! the most robust way is to monitor the `WindowEvent::HiDpiFactorChanged` event and dynamically //! adapt your drawing logic to follow the DPI factor. //! //! Here's an overview of what sort of DPI factors you can expect, and where they come from: //! - **Windows:** On Windows 8 and 10, per-monitor scaling is readily configured by users from the display settings. //! While users are free to select any option they want, they're only given a selection of "nice" DPI factors, i.e. //! 1.0, 1.25, 1.5... on Windows 7, the DPI factor is global and changing it requires logging out. //! - **macOS:** The buzzword is "retina displays", which have a DPI factor of 2.0. Otherwise, the DPI factor is 1.0. //! Intermediate DPI factors are never used, thus 1440p displays/etc. aren't properly supported. It's possible for any //! display to use that 2.0 DPI factor, given the use of the command line. //! - **X11:** On X11, we calcuate the DPI factor based on the millimeter dimensions provided by XRandR. This can //! result in a wide range of possible values, including some interesting ones like 1.0833333333333333. This can be //! overridden using the `WINIT_HIDPI_FACTOR` environment variable, though that's not recommended. //! - **Wayland:** On Wayland, DPI factors are very much at the discretion of the user. //! - **iOS:** DPI factors are both constant and device-specific on iOS. //! - **Android:** This feature isn't yet implemented on Android, so the DPI factor will always be returned as 1.0. //! //! The window's logical size is conserved across DPI changes, resulting in the physical size changing instead. This //! may be surprising on X11, but is quite standard elsewhere. Physical size changes produce a //! [`Resized`](../enum.WindowEvent.html#variant.Resized) event, even on platforms where no resize actually occurs, //! such as macOS and Wayland. As a result, it's not necessary to separately handle //! [`HiDpiFactorChanged`](../enum.WindowEvent.html#variant.HiDpiFactorChanged) if you're only listening for size. //! //! Your GPU has no awareness of the concept of logical pixels, and unless you like wasting pixel density, your //! framebuffer's size should be in physical pixels. /// Checks that the DPI factor is a normal positive `f64`. /// /// All functions that take a DPI factor assert that this will return `true`. If you're sourcing DPI factors from /// anywhere other than winit, it's recommended to validate them using this function before passing them to winit; /// otherwise, you risk panics. #[inline] pub fn validate_hidpi_factor(dpi_factor: f64) -> bool { dpi_factor.is_sign_positive() && dpi_factor.is_normal() } /// A position represented in logical pixels. /// /// The position is stored as floats, so please be careful. Casting floats to integers truncates the fractional part, /// which can cause noticable issues. To help with that, an `Into<(i32, i32)>` implementation is provided which /// does the rounding for you. #[derive(Debug, Copy, Clone, PartialEq)] pub struct LogicalPosition { pub x: f64, pub y: f64, } impl LogicalPosition { #[inline] pub fn new(x: f64, y: f64) -> Self { LogicalPosition { x, y } } #[inline] pub fn from_physical>(physical: T, dpi_factor: f64) -> Self { physical.into().to_logical(dpi_factor) } #[inline] pub fn to_physical(&self, dpi_factor: f64) -> PhysicalPosition { assert!(validate_hidpi_factor(dpi_factor)); let x = self.x * dpi_factor; let y = self.y * dpi_factor; PhysicalPosition::new(x, y) } } impl From<(f64, f64)> for LogicalPosition { #[inline] fn from((x, y): (f64, f64)) -> Self { Self::new(x, y) } } impl From<(i32, i32)> for LogicalPosition { #[inline] fn from((x, y): (i32, i32)) -> Self { Self::new(x as f64, y as f64) } } impl Into<(f64, f64)> for LogicalPosition { #[inline] fn into(self) -> (f64, f64) { (self.x, self.y) } } impl Into<(i32, i32)> for LogicalPosition { /// Note that this rounds instead of truncating. #[inline] fn into(self) -> (i32, i32) { (self.x.round() as _, self.y.round() as _) } } /// A position represented in physical pixels. /// /// The position is stored as floats, so please be careful. Casting floats to integers truncates the fractional part, /// which can cause noticable issues. To help with that, an `Into<(i32, i32)>` implementation is provided which /// does the rounding for you. #[derive(Debug, Copy, Clone, PartialEq)] pub struct PhysicalPosition { pub x: f64, pub y: f64, } impl PhysicalPosition { #[inline] pub fn new(x: f64, y: f64) -> Self { PhysicalPosition { x, y } } #[inline] pub fn from_logical>(logical: T, dpi_factor: f64) -> Self { logical.into().to_physical(dpi_factor) } #[inline] pub fn to_logical(&self, dpi_factor: f64) -> LogicalPosition { assert!(validate_hidpi_factor(dpi_factor)); let x = self.x / dpi_factor; let y = self.y / dpi_factor; LogicalPosition::new(x, y) } } impl From<(f64, f64)> for PhysicalPosition { #[inline] fn from((x, y): (f64, f64)) -> Self { Self::new(x, y) } } impl From<(i32, i32)> for PhysicalPosition { #[inline] fn from((x, y): (i32, i32)) -> Self { Self::new(x as f64, y as f64) } } impl Into<(f64, f64)> for PhysicalPosition { #[inline] fn into(self) -> (f64, f64) { (self.x, self.y) } } impl Into<(i32, i32)> for PhysicalPosition { /// Note that this rounds instead of truncating. #[inline] fn into(self) -> (i32, i32) { (self.x.round() as _, self.y.round() as _) } } /// A size represented in logical pixels. /// /// The size is stored as floats, so please be careful. Casting floats to integers truncates the fractional part, /// which can cause noticable issues. To help with that, an `Into<(u32, u32)>` implementation is provided which /// does the rounding for you. #[derive(Debug, Copy, Clone, PartialEq)] pub struct LogicalSize { pub width: f64, pub height: f64, } impl LogicalSize { #[inline] pub fn new(width: f64, height: f64) -> Self { LogicalSize { width, height } } #[inline] pub fn from_physical>(physical: T, dpi_factor: f64) -> Self { physical.into().to_logical(dpi_factor) } #[inline] pub fn to_physical(&self, dpi_factor: f64) -> PhysicalSize { assert!(validate_hidpi_factor(dpi_factor)); let width = self.width * dpi_factor; let height = self.height * dpi_factor; PhysicalSize::new(width, height) } } impl From<(f64, f64)> for LogicalSize { #[inline] fn from((width, height): (f64, f64)) -> Self { Self::new(width, height) } } impl From<(u32, u32)> for LogicalSize { #[inline] fn from((width, height): (u32, u32)) -> Self { Self::new(width as f64, height as f64) } } impl Into<(f64, f64)> for LogicalSize { #[inline] fn into(self) -> (f64, f64) { (self.width, self.height) } } impl Into<(u32, u32)> for LogicalSize { /// Note that this rounds instead of truncating. #[inline] fn into(self) -> (u32, u32) { (self.width.round() as _, self.height.round() as _) } } /// A size represented in physical pixels. /// /// The size is stored as floats, so please be careful. Casting floats to integers truncates the fractional part, /// which can cause noticable issues. To help with that, an `Into<(u32, u32)>` implementation is provided which /// does the rounding for you. #[derive(Debug, Copy, Clone, PartialEq)] pub struct PhysicalSize { pub width: f64, pub height: f64, } impl PhysicalSize { #[inline] pub fn new(width: f64, height: f64) -> Self { PhysicalSize { width, height } } #[inline] pub fn from_logical>(logical: T, dpi_factor: f64) -> Self { logical.into().to_physical(dpi_factor) } #[inline] pub fn to_logical(&self, dpi_factor: f64) -> LogicalSize { assert!(validate_hidpi_factor(dpi_factor)); let width = self.width / dpi_factor; let height = self.height / dpi_factor; LogicalSize::new(width, height) } } impl From<(f64, f64)> for PhysicalSize { #[inline] fn from((width, height): (f64, f64)) -> Self { Self::new(width, height) } } impl From<(u32, u32)> for PhysicalSize { #[inline] fn from((width, height): (u32, u32)) -> Self { Self::new(width as f64, height as f64) } } impl Into<(f64, f64)> for PhysicalSize { #[inline] fn into(self) -> (f64, f64) { (self.width, self.height) } } impl Into<(u32, u32)> for PhysicalSize { /// Note that this rounds instead of truncating. #[inline] fn into(self) -> (u32, u32) { (self.width.round() as _, self.height.round() as _) } }