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>
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src/dpi.rs
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src/dpi.rs
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//!
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//! Modern computer screens don't have a consistent relationship between resolution and size.
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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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//! typically being less than a quarter the size of their desktop counterparts. Moreover, neither
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//! desktop nor mobile screens have 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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//! Given that, it's a mistake to assume that 2D content will only be displayed on screens with
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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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//! a consistent pixel density. If you were to render a 96-pixel-square image on a 1080p screen and
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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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//! 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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//!
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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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//! the factor UI elements should be scaled by to be consistent with the rest of the user's system -
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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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//! for example, a button that's usually 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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//! Many UI systems, such as CSS, expose DPI-dependent units like [points] or [picas]. That's
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//! usually a mistake, since there's no consistent mapping between the scale factor and the screen's
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//! actual DPI. Unless you're printing to a physical medium, you should work in scaled pixels rather
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//! usually a mistake since there's no consistent mapping between the scale factor and the screen's
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//! actual DPI. Unless printing to a physical medium, you should work in scaled pixels rather
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//! than any DPI-dependent units.
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//!
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//! ### Position and Size types
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//! coordinates as input, allowing you to use the most convenient coordinate system for your
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//! particular application.
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//!
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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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//! Winit's position and size types are generic over their exact pixel type, `P`, to allow the
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//! API to have integer precision where appropriate (e.g. most window manipulation functions) and
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//! floating precision when necessary (e.g. logical sizes for fractional scale factors and touch
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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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//! will truncate the fractional part of the float, rather than properly round to the nearest
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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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//! Winit will dispatch a [`ScaleFactorChanged`] event whenever a window's scale factor has changed.
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//! This can happen if the user drags their window from a standard-resolution monitor to a high-DPI
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//! monitor, or if the user changes their DPI settings. This gives you a chance to rescale your
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//! application's UI elements and adjust how the platform changes the window's size to reflect the new
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//! scale factor. If a window hasn't received a [`ScaleFactorChanged`] event, then its scale factor
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//! monitor or if the user changes their DPI settings. This allows you to rescale your application's
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//! UI elements and adjust how the platform changes the window's size to reflect the new scale
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//! factor. If a window hasn't received a [`ScaleFactorChanged`] event, its scale factor
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//! can be found by calling [`window.scale_factor()`].
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//!
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//! ## How is the scale factor calculated?
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//!
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//! Scale factor is calculated differently on different platforms:
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//! The 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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//! 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:** Recent versions of macOS allow the user to change the scaling factor for certain
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//! displays. When this is available, the user may pick a per-monitor scaling factor from a set
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//! of pre-defined settings. All "retina displays" have a scaling factor above 1.0 by default but
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//! the specific value varies across devices.
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//! - **macOS:** Recent macOS versions allow the user to change the scaling factor for specific
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//! displays. When available, the user may pick a per-monitor scaling factor from a set of
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//! pre-defined settings. All "retina displays" have a scaling factor above 1.0 by default,
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//! but the specific value varies across devices.
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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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//! + 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, calculate 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:** Scale factor is suggested by the compositor for each window individually. The
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//! - **Wayland:** The scale factor is suggested by the compositor for each window individually. The
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//! monitor scale factor may differ from the window scale factor.
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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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