Merge branch 'dpi-docs-improve'
Improve high DPI support documentation. Closes #18889, #22011.
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94b4f738d4
@ -2,7 +2,7 @@ High DPI Support in wxWidgets {#overview_high_dpi}
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=============================
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[TOC]
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Introduction
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Introduction {#high_dpi_intro}
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============
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Many modern displays have way more pixels on the same surface than used to be
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@ -50,10 +50,10 @@ on high DPI displays is needed: one which allows to scale some pixel values
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drawing, which should remain unscaled to use the full available resolution).
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Pixel Values in wxWidgets
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Pixel Values in wxWidgets {#high_dpi_pixel_types}
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=========================
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Logical and Device-Independent Pixels
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Logical and Device-Independent Pixels {#high_dpi_lp_and_dip}
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-------------------------------------
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Some systems like eg Apple's OSes automatically scale all the coordinates by
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@ -69,55 +69,206 @@ pixels**, abbreviated as "DIP", that are always of the same size on all
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displays and all platforms.
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Thus, the first thing do when preparing your application for high DPI support
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is to stop using raw pixel values. Actually, using any pixel values is not
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recommended and replacing them with the values based on the text metrics, i.e.
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obtained using wxWindow::GetTextExtent(), or expressing them in dialog units
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(see wxWindow::ConvertDialogToPixels()) is preferable. However the simplest
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change is to just replace the pixel values with the values in DIP: for this,
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just use wxWindow::FromDIP() to convert from one to the other.
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is to stop using raw pixel values, as they mean different things under
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different platforms when DPI scaling is used. Actually, using any pixel values
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is not recommended and replacing them with the values based on the text
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metrics, i.e. obtained using wxWindow::GetTextExtent(), or expressing them in
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dialog units (see wxWindow::ConvertDialogToPixels()) is preferable. However
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the simplest change is to just replace the pixel values with the values in
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DIP: for this, just use wxWindow::FromDIP() to convert from one to the other.
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For example, if you have the existing code:
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```cpp
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~~~{cpp}
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myFrame->SetClientSize(wxSize(400, 300));
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```
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~~~
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you can just replace it with
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```cpp
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~~~{cpp}
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myFrame->SetClientSize(myFrame->FromDIP(wxSize(400, 300)));
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```
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~~~
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although replacing it with something like
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~~~{cpp}
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const wxSize sizeM = myFrame->GetTextExtent("M");
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myFrame->SetClientSize(100*sizeM.x, 40*sizeM.y));
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~~~
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might be even better.
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Physical Pixels
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In any case, remember that window and wxDC or wxGraphicsContext coordinates
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must be in logical pixels that can depend on the current DPI scaling, and so
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should never be fixed at compilation time.
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Physical Pixels {#high_dpi_pp}
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---------------
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In addition to (logical) pixels and DIPs discussed above, you may also need to
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work in physical pixel coordinates, corresponding to the actual display pixels.
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Physical pixels are never scaled, on any platform, and must be used when
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drawing graphics elements to ensure that the best possible resolution is used.
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For example, all operations on wxGLCanvas use physical pixels.
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Physical pixels are never scaled, on any platform, and are used for the real
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bitmap sizes. They are also used for drawing operations on wxGLCanvas, which
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is _different_ from wxDC and wxGraphicsContext that use logical pixels.
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To convert between logical and physical pixels, you can use
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wxWindow::GetContentScaleFactor(): this is a value greater than or equal to 1,
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so a value in logical pixels needs to be multiplied by it in order to obtain
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the value in physical pixels.
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Under MSW physical pixels are same as logical ones, but when writing portable
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code you need to convert between logical and physical pixels. This can be done
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using convenience wxWindow::FromPhys() and wxWindow::ToPhys() functions
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similar to the DIP functions above or by directly multiplying or dividing by
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wxWindow::GetContentScaleFactor(): this function returns a value greater than
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or equal to 1 (and always just 1 under MSW), so a value in logical pixels
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needs to be multiplied by it in order to obtain the value in physical pixels.
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For example, in a wxGLCanvas created with the size of 100 (logical) pixels, the
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rightmost physical pixel coordinate will be `100*GetContentScaleFactor()`.
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rightmost physical pixel coordinate will be `100*GetContentScaleFactor()`
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under all platforms.
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You can convert from DIPs to physical pixels by converting DIPs to the logical
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pixels first, but you can also do it directly, by using
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wxWindow::GetDPIScaleFactor(). This function can return a value different from
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1 even under MSW, i.e. it returns DPI scaling for physical display pixels.
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**Warning:** It is possible that conversion between different pixel
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coordinates is not lossless due to rounding. E.g. to create a window big
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enough to show a bitmap 15 pixels wide, you need to use `FromPhys(15)`,
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however the exact result of this function is not representable as an `int`
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when using 200% DPI scaling. In this case, the value is always rounded
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upwards, i.e. the function returns `8`, to ensure that a window of this size
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in logical pixels is always big enough to show the bitmap, but this can only
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be done at the price of having one "extra" pixel in the window.
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High-Resolution Images and Artwork
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Summary of Different Pixel Kinds {#high_dpi_pixel_conversions}
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--------------------------------
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Under MSW, logical pixels are always the same as physical pixels, but are
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different from DIPs, while under all the other platforms with DPI scaling
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support (currently only GTK 3 and macOS), logical pixels are the same as DIP,
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but different from physical pixels.
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However under all platforms the following functions can be used to convert
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between different kinds of pixels:
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* From DIP to logical pixels: use wxWindow::FromDIP() or wxWindow::ToDIP().
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* From physical to logical pixels: use wxWindow::FromPhys() or wxWindow::ToPhys().
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* From DIP to physical pixels: multiply or divide by wxWindow::GetDPIScaleFactor().
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Or, in the diagram form:
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@dot
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digraph Pixels
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{
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node [shape = hexagon, style = filled, fontname = Helvetica];
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LP [fillcolor = lightblue, label = "Logical\nPixels"];
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DIP [fillcolor = yellow, label = "DI\nPixels"];
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PP [fillcolor = green, label = "Physical\nPixels"];
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LP -> PP [fontname = Helvetica, labeldistance = 5, labelangle = 30, dir = both, weight = 2, minlen = 3, headlabel = "ToPhys()", taillabel = "FromPhys()"];
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LP -> DIP [fontname = Helvetica, labeldistance = 6, dir = both, weight = 2, minlen = 3, headlabel = "ToDIP()", taillabel = "FromDIP()"];
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DIP -> PP [fontname = Helvetica, dir = both, minlen = 10, label = "GetDPIScaleFactor()" headlabel = "multiply by", taillabel = "divide by", constraint = false] ;
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}
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@enddot
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High-Resolution Images and Artwork {#high_dpi_artwork}
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==================================
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In order to benefit from the increased detail on High DPI devices you might want
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In order to really benefit from the increased detail on High DPI devices you need
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to provide the images or artwork your application uses in higher resolutions as
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well. Note that it is not recommended to just provide a high-resolution version
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and let the system scale that down on 1x displays. Apart from performance
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consideration also the quality might suffer, contours become more blurry.
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consideration also the quality might suffer, contours become more blurry, so
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for best results it is recommended to use the images that can be used without
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scaling at the common DPI values, i.e. at least 100% and 200% scaling. If you
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don't want providing several copies of all bitmaps, you can use a single
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vector image in [SVG format][1] instead.
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You can use vector based graphics like SVG or you can add the same image at different
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sizes / resolutions.
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[1]: https://en.wikipedia.org/wiki/Scalable_Vector_Graphics
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[comment]: # (TODO: API and Use Cases)
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In either case, you must use wxBitmapBundle class representing several
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different versions of the same bitmap (or even potentially just a single one,
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which makes it upwards-compatible with wxBitmap). Most functions accepting
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wxBitmap or wxImage in wxWidgets API have been updated to work with
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wxBitmapBundle instead, which allows the library to select the appropriate
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size depending on the current DPI and, for the platforms supporting it
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(currently only MSW and macOS), even update the bitmap automatically if the
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DPI changes, as can happen, for example, when the window showing the bitmap is
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moved to another monitor with a different resolution.
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Platform-Specific Build Issues
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Note that other than creating wxBitmapBundle instead of wxBitmap, no other
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changes are needed. Moreover, when upgrading the existing code it is possible
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to replace some wxBitmap objects by wxBitmapBundle while keeping the others.
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Using Multiple Bitmaps {#high_dpi_bundle_bitmaps}
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----------------------
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When using multiple bitmaps, the simplest way to create a wxBitmapBundle is to
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do it from a vector of bitmaps of different sizes. In the most common case of
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just two bitmaps, a special constructor taking these bitmaps directly can be
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used rather than having to construct a vector from them:
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~~~{cpp}
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wxBitmap normal(32, 32);
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wxBitmap highDPI(64, 64);
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... initialize the bitmaps somehow ...
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wxBitmapBundle bundle(normal, bitmap);
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// Now the bundle can be passed to any wxWidgets control using bitmaps.
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~~~
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For the platforms where it is common to embed bitmaps in the resources, it is
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possible to use wxBitmapBundle::FromResources() to create a bundle containing
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all bitmaps using the given base name, i.e. `foo` for the normal bitmap and
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`foo_2x` for the bitmap for 200% scaling (for fractional values decimal
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separator must be replaced with underscore, e.g. use `foo_1_5x` for the bitmap
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to use 150% scaling).
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It is also possible to create wxBitmapBundle from the files using the same
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naming convention with wxBitmapBundle::FromFiles(). And, to abstract the
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differences between the platforms using resources and the other ones, a helper
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wxBITMAP_BUNDLE_2() macro which uses resources if possible or files otherwise
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is provided, similar to wxBITMAP_PNG() macro for plain bitmaps.
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Independently of the way in which the bundle was created, it will provide the
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bitmap closest in size to the expected size at the current DPI, while trying
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to avoid having scale it. This means that at 175% DPI scaling, for example,
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the high DPI (i.e. double-sized) bitmap will be used _without_ scaling rather
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than scaling it by 0.875, which almost certainly wouldn't look good. However
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if the current DPI scaling is 300%, the 2x bitmap will be scaled, if it's the
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closest one available, as using it without scaling would appear in bitmaps too
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small to use. The cut-off for the decision whether to scale bitmap or use an
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existing one without scaling is the factor of 1.5: if the mismatch between the
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required and closest available size is equal or greater than 1.5, the bitmap
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will be scaled. Otherwise it will be used in its natural size.
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If this behaviour is inappropriate for your application, it is also possible
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to define a custom wxBitmapBundle implementation, see wxBitmapBundleImpl for
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more details.
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Using Vector Graphics {#high_dpi_bundle_vector}
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---------------------
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As an alternative to providing multiple versions of the bitmaps, it is
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possible to use a single SVG image and create the bitmap bundle using either
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wxBitmapBundle::FromSVG() or wxBitmapBundle::FromSVGFile(). Such bitmap
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bundles will always produce bitmaps of exactly the required size, at any
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resolution. At normal DPI, i.e. without any scaling, the size of the resulting
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bitmap will be the default bundle size, which must be provided when creating
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this kind of bitmap bundle, as SVG image itself doesn't necessarily contain
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this information.
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Note that wxWidgets currently uses [NanoSVG][1] library for SVG support and so
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doesn't support all SVG standard features and you may need to simplify or
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tweak the SVG files to make them appear correctly.
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[1]: https://github.com/memononen/nanosvg
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wxBitmapBundle and XRC {#high_dpi_bundle_xrc}
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----------------------
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XRC format has been updated to allow specifying wxBitmapBundle with
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`<bitmaps>` tag in all the places where wxBitmap could be specified using
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`<bitmap>` before (of course, using the latter tag is still supported). Either
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multiple bitmaps or a single SVG image can be used.
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Platform-Specific Build Issues {#high_dpi_platform_specific}
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==============================
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Generally speaking, all systems handle applications not specifically marked as
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@ -126,7 +277,7 @@ up, resulting in blurry graphics and fonts, but globally preserving the
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application appearance. For the best results, the application needs to be
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explicitly marked as DPI-aware in a platform-dependent way.
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MSW
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MSW {#high_dpi_platform_msw}
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---
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The behaviour of the application when running on a high-DPI display depends on
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@ -141,7 +292,7 @@ full, per-monitor DPI awareness supported by Windows 10 version 1703 or later.
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[1]: https://docs.microsoft.com/en-us/windows/win32/sbscs/application-manifests
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[2]: https://docs.microsoft.com/en-us/windows/win32/hidpi/high-dpi-desktop-application-development-on-windows
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macOS
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macOS {#high_dpi_platform_mac}
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-----
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DPI-aware applications must set their `NSPrincipalClass` to `wxNSApplication`
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@ -199,7 +199,8 @@ project, there are several things you must do.
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`defaults write com.apple.dt.Xcode UseSanitizedBuildSystemEnvironment -bool NO`
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- Set the variables for use with the launch agent (application to OSX 10.10
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and up)
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```
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~~~{xml}
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<?xml version="1.0" encoding="UTF-8"?>
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<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
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<plist version="1.0">
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@ -218,7 +219,7 @@ launchctl setenv WXWIN /Users/dconnet/devtools/wx/wxWidgets-3.1.5
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<true/>
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</dict>
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</plist>
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```
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~~~
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### Other IDEs
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