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Removed SDL_GetDisplayDPI()
This function wasn't consistently correct across platforms and devices. If you want the UI scale factor, you can use display_scale in the structure returned by SDL_GetDesktopDisplayMode(). If you need an approximate DPI, you can multiply this value times 160 on iPhone and Android, and 96 on other platforms.
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@@ -375,36 +375,6 @@ extern DECLSPEC int SDLCALL SDL_GetDisplayBounds(SDL_DisplayID displayID, SDL_Re
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*/
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extern DECLSPEC int SDLCALL SDL_GetDisplayUsableBounds(SDL_DisplayID displayID, SDL_Rect *rect);
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/**
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* Get the dots/pixels-per-inch for a display.
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*
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* Diagonal, horizontal and vertical DPI can all be optionally returned if the
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* appropriate parameter is non-NULL.
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*
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* **WARNING**: This reports the DPI that the hardware reports, and it is not
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* always reliable! It is almost always better to use SDL_GetWindowSize() to
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* find the window size, which might be in logical points instead of pixels,
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* and then SDL_GetWindowSizeInPixels() or SDL_GetRendererOutputSize(), and
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* compare the two values to get an actual scaling value between the two. We
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* will be rethinking how high-dpi details should be managed in SDL3 to make
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* things more consistent, reliable, and clear.
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*
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* \param displayID the instance ID of the display to query
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* \param ddpi a pointer filled in with the diagonal DPI of the display; may
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* be NULL
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* \param hdpi a pointer filled in with the horizontal DPI of the display; may
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* be NULL
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* \param vdpi a pointer filled in with the vertical DPI of the display; may
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* be NULL
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* \returns 0 on success or a negative error code on failure; call
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* SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_GetDisplays
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*/
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extern DECLSPEC int SDLCALL SDL_GetDisplayPhysicalDPI(SDL_DisplayID displayID, float *ddpi, float *hdpi, float *vdpi);
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/**
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* Get the orientation of a display.
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*
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