Changes and improvements to the documentation (#3253)
* FEATURES.md improvements * docs improvements * typo fix: 'mean' -> 'main' Co-authored-by: daxpedda <daxpedda@gmail.com> --------- Co-authored-by: daxpedda <daxpedda@gmail.com>
This commit is contained in:
parent
f735f028a1
commit
73718c9f2f
7 changed files with 66 additions and 69 deletions
38
src/dpi.rs
38
src/dpi.rs
|
|
@ -4,13 +4,13 @@
|
|||
//!
|
||||
//! Modern computer screens don't have a consistent relationship between resolution and size.
|
||||
//! 1920x1080 is a common resolution for both desktop and mobile screens, despite mobile screens
|
||||
//! normally being less than a quarter the size of their desktop counterparts. What's more, neither
|
||||
//! desktop nor mobile screens are consistent resolutions within their own size classes - common
|
||||
//! typically being less than a quarter the size of their desktop counterparts. Moreover, neither
|
||||
//! desktop nor mobile screens have consistent resolutions within their own size classes - common
|
||||
//! mobile screens range from below 720p to above 1440p, and desktop screens range from 720p to 5K
|
||||
//! and beyond.
|
||||
//!
|
||||
//! Given that, it's a mistake to assume that 2D content will only be displayed on screens with
|
||||
//! a consistent pixel density. If you were to render a 96-pixel-square image on a 1080p screen,
|
||||
//! a consistent pixel density. If you were to render a 96-pixel-square image on a 1080p screen and
|
||||
//! then render the same image on a similarly-sized 4K screen, the 4K rendition would only take up
|
||||
//! about a quarter of the physical space as it did on the 1080p screen. That issue is especially
|
||||
//! problematic with text rendering, where quarter-sized text becomes a significant legibility
|
||||
|
|
@ -25,12 +25,12 @@
|
|||
//!
|
||||
//! The solution to this problem is to account for the device's *scale factor*. The scale factor is
|
||||
//! the factor UI elements should be scaled by to be consistent with the rest of the user's system -
|
||||
//! for example, a button that's normally 50 pixels across would be 100 pixels across on a device
|
||||
//! for example, a button that's usually 50 pixels across would be 100 pixels across on a device
|
||||
//! with a scale factor of `2.0`, or 75 pixels across with a scale factor of `1.5`.
|
||||
//!
|
||||
//! Many UI systems, such as CSS, expose DPI-dependent units like [points] or [picas]. That's
|
||||
//! usually a mistake, since there's no consistent mapping between the scale factor and the screen's
|
||||
//! actual DPI. Unless you're printing to a physical medium, you should work in scaled pixels rather
|
||||
//! usually a mistake since there's no consistent mapping between the scale factor and the screen's
|
||||
//! actual DPI. Unless printing to a physical medium, you should work in scaled pixels rather
|
||||
//! than any DPI-dependent units.
|
||||
//!
|
||||
//! ### Position and Size types
|
||||
|
|
@ -42,11 +42,11 @@
|
|||
//! coordinates as input, allowing you to use the most convenient coordinate system for your
|
||||
//! particular application.
|
||||
//!
|
||||
//! Winit's position and size types types are generic over their exact pixel type, `P`, to allow the
|
||||
//! Winit's position and size types are generic over their exact pixel type, `P`, to allow the
|
||||
//! API to have integer precision where appropriate (e.g. most window manipulation functions) and
|
||||
//! floating precision when necessary (e.g. logical sizes for fractional scale factors and touch
|
||||
//! input). If `P` is a floating-point type, please do not cast the values with `as {int}`. Doing so
|
||||
//! will truncate the fractional part of the float, rather than properly round to the nearest
|
||||
//! will truncate the fractional part of the float rather than properly round to the nearest
|
||||
//! integer. Use the provided `cast` function or [`From`]/[`Into`] conversions, which handle the
|
||||
//! rounding properly. Note that precision loss will still occur when rounding from a float to an
|
||||
//! int, although rounding lessens the problem.
|
||||
|
|
@ -55,34 +55,34 @@
|
|||
//!
|
||||
//! Winit will dispatch a [`ScaleFactorChanged`] event whenever a window's scale factor has changed.
|
||||
//! This can happen if the user drags their window from a standard-resolution monitor to a high-DPI
|
||||
//! monitor, or if the user changes their DPI settings. This gives you a chance to rescale your
|
||||
//! application's UI elements and adjust how the platform changes the window's size to reflect the new
|
||||
//! scale factor. If a window hasn't received a [`ScaleFactorChanged`] event, then its scale factor
|
||||
//! monitor or if the user changes their DPI settings. This allows you to rescale your application's
|
||||
//! UI elements and adjust how the platform changes the window's size to reflect the new scale
|
||||
//! factor. If a window hasn't received a [`ScaleFactorChanged`] event, its scale factor
|
||||
//! can be found by calling [`window.scale_factor()`].
|
||||
//!
|
||||
//! ## How is the scale factor calculated?
|
||||
//!
|
||||
//! Scale factor is calculated differently on different platforms:
|
||||
//! The scale factor is calculated differently on different platforms:
|
||||
//!
|
||||
//! - **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" scale factors, i.e. 1.0, 1.25, 1.5... on Windows 7, the scale factor is
|
||||
//! selection of "nice" scale factors, i.e. 1.0, 1.25, 1.5... on Windows 7. The scale factor is
|
||||
//! global and changing it requires logging out. See [this article][windows_1] for technical
|
||||
//! details.
|
||||
//! - **macOS:** Recent versions of macOS allow the user to change the scaling factor for certain
|
||||
//! displays. When this is available, the user may pick a per-monitor scaling factor from a set
|
||||
//! of pre-defined settings. All "retina displays" have a scaling factor above 1.0 by default but
|
||||
//! the specific value varies across devices.
|
||||
//! - **macOS:** Recent macOS versions allow the user to change the scaling factor for specific
|
||||
//! displays. When available, the user may pick a per-monitor scaling factor from a set of
|
||||
//! pre-defined settings. All "retina displays" have a scaling factor above 1.0 by default,
|
||||
//! but the specific value varies across devices.
|
||||
//! - **X11:** Many man-hours have been spent trying to figure out how to handle DPI in X11. Winit
|
||||
//! currently uses a three-pronged approach:
|
||||
//! + Use the value in the `WINIT_X11_SCALE_FACTOR` environment variable, if present.
|
||||
//! + Use the value in the `WINIT_X11_SCALE_FACTOR` environment variable if present.
|
||||
//! + If not present, use the value set in `Xft.dpi` in Xresources.
|
||||
//! + Otherwise, calculate the scale factor based on the millimeter monitor dimensions provided by XRandR.
|
||||
//!
|
||||
//! If `WINIT_X11_SCALE_FACTOR` is set to `randr`, it'll ignore the `Xft.dpi` field and use the
|
||||
//! XRandR scaling method. Generally speaking, you should try to configure the standard system
|
||||
//! variables to do what you want before resorting to `WINIT_X11_SCALE_FACTOR`.
|
||||
//! - **Wayland:** Scale factor is suggested by the compositor for each window individually. The
|
||||
//! - **Wayland:** The scale factor is suggested by the compositor for each window individually. The
|
||||
//! monitor scale factor may differ from the window scale factor.
|
||||
//! - **iOS:** Scale factors are set by Apple to the value that best suits the device, and range
|
||||
//! from `1.0` to `3.0`. See [this article][apple_1] and [this article][apple_2] for more
|
||||
|
|
|
|||
20
src/lib.rs
20
src/lib.rs
|
|
@ -10,12 +10,12 @@
|
|||
//! let event_loop = EventLoop::new().unwrap();
|
||||
//! ```
|
||||
//!
|
||||
//! Once this is done there are two ways to create a [`Window`]:
|
||||
//! Once this is done, there are two ways to create a [`Window`]:
|
||||
//!
|
||||
//! - Calling [`Window::new(&event_loop)`][window_new].
|
||||
//! - Calling [`let builder = WindowBuilder::new()`][window_builder_new] then [`builder.build(&event_loop)`][window_builder_build].
|
||||
//!
|
||||
//! The first method is the simplest, and will give you default values for everything. The second
|
||||
//! The first method is the simplest and will give you default values for everything. The second
|
||||
//! method allows you to customize the way your [`Window`] will look and behave by modifying the
|
||||
//! fields of the [`WindowBuilder`] object before you create the [`Window`].
|
||||
//!
|
||||
|
|
@ -56,7 +56,7 @@
|
|||
doc = "`EventLoopExtPumpEvents::pump_events()`"
|
||||
)]
|
||||
//! [^1]. See that method's documentation for more reasons about why
|
||||
//! it's discouraged, beyond compatibility reasons.
|
||||
//! it's discouraged beyond compatibility reasons.
|
||||
//!
|
||||
//!
|
||||
//! ```no_run
|
||||
|
|
@ -92,9 +92,9 @@
|
|||
//!
|
||||
//! // Queue a RedrawRequested event.
|
||||
//! //
|
||||
//! // You only need to call this if you've determined that you need to redraw, in
|
||||
//! // You only need to call this if you've determined that you need to redraw in
|
||||
//! // applications which do not always need to. Applications that redraw continuously
|
||||
//! // can just render here instead.
|
||||
//! // can render here instead.
|
||||
//! window.request_redraw();
|
||||
//! },
|
||||
//! Event::WindowEvent {
|
||||
|
|
@ -118,7 +118,7 @@
|
|||
//!
|
||||
//! # Drawing on the window
|
||||
//!
|
||||
//! Winit doesn't directly provide any methods for drawing on a [`Window`]. However it allows you to
|
||||
//! Winit doesn't directly provide any methods for drawing on a [`Window`]. However, it allows you to
|
||||
//! retrieve the raw handle of the window and display (see the [`platform`] module and/or the
|
||||
//! [`raw_window_handle`] and [`raw_display_handle`] methods), which in turn allows
|
||||
//! you to create an OpenGL/Vulkan/DirectX/Metal/etc. context that can be used to render graphics.
|
||||
|
|
@ -183,13 +183,13 @@ pub mod window;
|
|||
pub mod platform;
|
||||
|
||||
/// Wrapper for objects which winit will access on the main thread so they are effectively `Send`
|
||||
/// and `Sync`, since they always excute on a single thread.
|
||||
/// and `Sync`, since they always execute on a single thread.
|
||||
///
|
||||
/// # Safety
|
||||
///
|
||||
/// Winit can run only one event loop at the time and the event loop itself is tied to some thread.
|
||||
/// The objects could be send across the threads, but once passed to winit, they execute on the
|
||||
/// mean thread if the platform demands it. Thus marking such objects as `Send + Sync` is safe.
|
||||
/// Winit can run only one event loop at a time, and the event loop itself is tied to some thread.
|
||||
/// The objects could be sent across the threads, but once passed to winit, they execute on the
|
||||
/// main thread if the platform demands it. Thus, marking such objects as `Send + Sync` is safe.
|
||||
#[doc(hidden)]
|
||||
#[derive(Clone, Debug)]
|
||||
pub(crate) struct SendSyncWrapper<T>(pub(crate) T);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue