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* Add optional serde feature * Document features in README * Add changelog entry * Implement some missing derivable traits * Add changelog entry for std derives * Remove extraneous space on serde doc comments * Add period to end of serde line in readme * Remove serde impls from WindowAttributes * Add serde impls for TouchPhase * Add serde test file * Add feature lines to testing CIs * Remove WindowAttributes from changelog
332 lines
13 KiB
Rust
332 lines
13 KiB
Rust
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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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//!
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//! Originally, `winit` dealt entirely in physical pixels (excluding unintentional inconsistencies), but now all
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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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//! If you've never heard of these terms before, then you're not alone, and this documentation will explain the
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//! concepts.
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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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//! space the screen occupies, which is to say, the height and width in millimeters. The relationship between these two
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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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//! eyes. Larger displays also require a higher pixel density, hence the growing presence of 1440p and 4K displays.
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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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//! screen's pixels, which in many cases, seems perfectly fine. However, because this size doesn't account for the
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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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//! small.
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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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//! *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 DPI 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 DPI 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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//! Failure to account for the DPI factor can create a badly degraded user experience. Most notably, it can make users
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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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//! them entering an existential panic. Once users enter that state, they will no longer be focused on your application.
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//!
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//! There are two ways to get the DPI factor:
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//! - You can track the [`HiDpiFactorChanged`](../enum.WindowEvent.html#variant.HiDpiFactorChanged) event of your
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//! windows. This event is sent any time the DPI factor changes, either because the window moved to another monitor,
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//! or because the user changed the configuration of their screen.
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//! - You can also retrieve the DPI factor of a monitor by calling
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//! [`MonitorId::get_hidpi_factor`](../struct.MonitorId.html#method.get_hidpi_factor), or the
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//! current DPI factor applied to a window by calling
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//! [`Window::get_hidpi_factor`](../struct.Window.html#method.get_hidpi_factor), which is roughly equivalent
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//! to `window.get_current_monitor().get_hidpi_factor()`.
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//!
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//! Depending on the platform, the window's actual DPI factor may only be known after
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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 [`HiDpiFactorChanged`](../enum.WindowEvent.html#variant.HiDpiFactorChanged)
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//! event and dynamically adapt your drawing logic to follow the DPI factor.
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//!
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//! Here's an overview of what sort of DPI factors you can expect, and where they come from:
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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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//! While users are free to select any option they want, they're only given a selection of "nice" DPI factors, i.e.
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//! 1.0, 1.25, 1.5... on Windows 7, the DPI factor is global and changing it requires logging out.
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//! - **macOS:** The buzzword is "retina displays", which have a DPI factor of 2.0. Otherwise, the DPI factor is 1.0.
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//! Intermediate DPI 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 DPI factor, given the use of the command line.
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//! - **X11:** On X11, we calcuate the DPI 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_HIDPI_FACTOR` environment variable, though that's not recommended.
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//! - **Wayland:** On Wayland, DPI factors are set per-screen by the server, and are always integers (most often 1 or 2).
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//! - **iOS:** DPI factors are both constant and device-specific on iOS.
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//! - **Android:** This feature isn't yet implemented on Android, so the DPI factor will always be returned as 1.0.
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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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//! may be surprising on X11, but is quite standard elsewhere. Physical size changes always produce a
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//! [`Resized`](../enum.WindowEvent.html#variant.Resized) event, even on platforms where no resize actually occurs,
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//! such as macOS and Wayland. As a result, it's not necessary to separately handle
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//! [`HiDpiFactorChanged`](../enum.WindowEvent.html#variant.HiDpiFactorChanged) if you're only listening for size.
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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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//! framebuffer's size should be in physical pixels.
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//!
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//! `winit` will send [`Resized`](../enum.WindowEvent.html#variant.Resized) events whenever a window's logical size
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//! changes, and [`HiDpiFactorChanged`](../enum.WindowEvent.html#variant.HiDpiFactorChanged) events
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//! whenever the DPI factor changes. Receiving either of these events means that the physical size of your window has
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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 factor change simultaneously, `winit` will send both events together; thus, it's recommended to buffer
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//! these events and process them at the end of the queue.
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//!
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//! If you never received any [`HiDpiFactorChanged`](../enum.WindowEvent.html#variant.HiDpiFactorChanged) events,
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//! then your window's DPI factor is 1.
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/// Checks that the DPI factor is a normal positive `f64`.
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///
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/// All functions that take a DPI factor assert that this will return `true`. If you're sourcing DPI factors from
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/// anywhere other than winit, it's recommended to validate them using this function before passing them to winit;
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/// otherwise, you risk panics.
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#[inline]
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pub fn validate_hidpi_factor(dpi_factor: f64) -> bool {
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dpi_factor.is_sign_positive() && dpi_factor.is_normal()
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}
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/// A position represented in logical 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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#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
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pub struct LogicalPosition {
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pub x: f64,
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pub y: f64,
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}
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impl LogicalPosition {
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#[inline]
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pub fn new(x: f64, y: f64) -> Self {
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LogicalPosition { x, y }
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}
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#[inline]
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pub fn from_physical<T: Into<PhysicalPosition>>(physical: T, dpi_factor: f64) -> Self {
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physical.into().to_logical(dpi_factor)
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}
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#[inline]
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pub fn to_physical(&self, dpi_factor: f64) -> PhysicalPosition {
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assert!(validate_hidpi_factor(dpi_factor));
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let x = self.x * dpi_factor;
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let y = self.y * dpi_factor;
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PhysicalPosition::new(x, y)
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}
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}
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impl From<(f64, f64)> for LogicalPosition {
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#[inline]
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fn from((x, y): (f64, f64)) -> Self {
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Self::new(x, y)
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}
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}
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impl From<(i32, i32)> for LogicalPosition {
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#[inline]
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fn from((x, y): (i32, i32)) -> Self {
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Self::new(x as f64, y as f64)
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}
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}
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impl Into<(f64, f64)> for LogicalPosition {
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#[inline]
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fn into(self) -> (f64, f64) {
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(self.x, self.y)
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}
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}
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impl Into<(i32, i32)> for LogicalPosition {
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/// Note that this rounds instead of truncating.
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#[inline]
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fn into(self) -> (i32, i32) {
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(self.x.round() as _, self.y.round() as _)
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}
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}
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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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#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
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pub struct PhysicalPosition {
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pub x: f64,
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pub y: f64,
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}
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impl PhysicalPosition {
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#[inline]
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pub fn new(x: f64, y: f64) -> Self {
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PhysicalPosition { x, y }
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}
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#[inline]
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pub fn from_logical<T: Into<LogicalPosition>>(logical: T, dpi_factor: f64) -> Self {
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logical.into().to_physical(dpi_factor)
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}
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#[inline]
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pub fn to_logical(&self, dpi_factor: f64) -> LogicalPosition {
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assert!(validate_hidpi_factor(dpi_factor));
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let x = self.x / dpi_factor;
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let y = self.y / dpi_factor;
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LogicalPosition::new(x, y)
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}
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}
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impl From<(f64, f64)> for PhysicalPosition {
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#[inline]
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fn from((x, y): (f64, f64)) -> Self {
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Self::new(x, y)
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}
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}
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impl From<(i32, i32)> for PhysicalPosition {
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#[inline]
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fn from((x, y): (i32, i32)) -> Self {
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Self::new(x as f64, y as f64)
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}
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}
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impl Into<(f64, f64)> for PhysicalPosition {
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#[inline]
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fn into(self) -> (f64, f64) {
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(self.x, self.y)
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}
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}
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impl Into<(i32, i32)> for PhysicalPosition {
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/// Note that this rounds instead of truncating.
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#[inline]
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fn into(self) -> (i32, i32) {
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(self.x.round() as _, self.y.round() as _)
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}
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}
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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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#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
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pub struct LogicalSize {
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pub width: f64,
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pub height: f64,
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}
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impl LogicalSize {
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#[inline]
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pub fn new(width: f64, height: f64) -> Self {
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LogicalSize { width, height }
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}
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#[inline]
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pub fn from_physical<T: Into<PhysicalSize>>(physical: T, dpi_factor: f64) -> Self {
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physical.into().to_logical(dpi_factor)
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}
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#[inline]
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pub fn to_physical(&self, dpi_factor: f64) -> PhysicalSize {
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assert!(validate_hidpi_factor(dpi_factor));
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let width = self.width * dpi_factor;
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let height = self.height * dpi_factor;
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PhysicalSize::new(width, height)
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}
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}
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impl From<(f64, f64)> for LogicalSize {
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#[inline]
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fn from((width, height): (f64, f64)) -> Self {
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Self::new(width, height)
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}
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}
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impl From<(u32, u32)> for LogicalSize {
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#[inline]
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fn from((width, height): (u32, u32)) -> Self {
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Self::new(width as f64, height as f64)
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}
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}
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impl Into<(f64, f64)> for LogicalSize {
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#[inline]
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fn into(self) -> (f64, f64) {
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(self.width, self.height)
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}
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}
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impl Into<(u32, u32)> for LogicalSize {
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/// Note that this rounds instead of truncating.
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#[inline]
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fn into(self) -> (u32, u32) {
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(self.width.round() as _, self.height.round() as _)
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}
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}
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/// A size represented in physical 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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#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
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pub struct PhysicalSize {
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pub width: f64,
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pub height: f64,
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}
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impl PhysicalSize {
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#[inline]
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pub fn new(width: f64, height: f64) -> Self {
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PhysicalSize { width, height }
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}
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#[inline]
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pub fn from_logical<T: Into<LogicalSize>>(logical: T, dpi_factor: f64) -> Self {
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logical.into().to_physical(dpi_factor)
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}
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#[inline]
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pub fn to_logical(&self, dpi_factor: f64) -> LogicalSize {
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assert!(validate_hidpi_factor(dpi_factor));
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let width = self.width / dpi_factor;
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let height = self.height / dpi_factor;
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LogicalSize::new(width, height)
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}
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}
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impl From<(f64, f64)> for PhysicalSize {
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#[inline]
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fn from((width, height): (f64, f64)) -> Self {
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Self::new(width, height)
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}
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}
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impl From<(u32, u32)> for PhysicalSize {
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#[inline]
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fn from((width, height): (u32, u32)) -> Self {
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Self::new(width as f64, height as f64)
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}
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}
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impl Into<(f64, f64)> for PhysicalSize {
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#[inline]
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fn into(self) -> (f64, f64) {
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(self.width, self.height)
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}
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}
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impl Into<(u32, u32)> for PhysicalSize {
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/// Note that this rounds instead of truncating.
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#[inline]
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fn into(self) -> (u32, u32) {
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(self.width.round() as _, self.height.round() as _)
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}
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}
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