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Doxygen: rewording for more clarity.
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@@ -209,9 +209,9 @@ public:
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/** Gives the window width in OpenGL pixels.
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When an Fl_Gl_Window is mapped to a HighDPI display, the value given by Fl_Gl_Window::w()
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which is expressed in FLTK units, may differ from the window width in pixels.
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Calls to OpenGL functions expecting pixel values (e.g., glViewport) must therefore
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use this method rather than method w().
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This method detects when the GUI is rescaled or when the window has been moved
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Calls to OpenGL functions expecting pixel values (\em e.g., \c glViewport) should therefore
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use pixel_w() rather than w().
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Method pixel_w() detects when the GUI is rescaled or when the window has been moved
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between low and high resolution displays and automatically adjusts the returned value.
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\version 1.3.4
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*/
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@@ -219,9 +219,9 @@ public:
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/** Gives the window height in OpenGL pixels.
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When an Fl_Gl_Window is mapped to a HighDPI display, the value given by Fl_Gl_Window::h()
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which is expressed in FLTK units, may differ from the window height in pixels.
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Calls to OpenGL functions expecting pixel values (e.g., glViewport) must therefore
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use this method rather than method h().
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This method detects when the GUI is rescaled or when the window has been moved
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Calls to OpenGL functions expecting pixel values (\em e.g., \c glViewport) should therefore
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use pixel_h() rather than h().
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Method pixel_h() detects when the GUI is rescaled or when the window has been moved
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between low and high resolution displays and automatically adjusts the returned value.
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\version 1.3.4
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*/
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@@ -185,13 +185,13 @@ HighDPI displays (including the so-called 'retina' displays of Apple
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hardware) are supported by FLTK in such a way that 1 unit of an FLTK
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quantity (say, the value given by Fl_Gl_Window::w()) corresponds to more
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than 1 pixel on the display. Conversely, when a program specifies the width and height of the
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OpenGL viewport, it is necessary to use an API that returns quantities expressed in pixels
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as follows:
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OpenGL viewport, it is necessary to use an API that returns quantities expressed in pixels.
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That can be done as follows:
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\code
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Fl_Gl_Window *glw = ...;
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glViewport(0, 0, glw->pixel_w(), glw->pixel_h());
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\endcode
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which makes use of the Fl_Gl_Window::pixel_w() and Fl_Gl_Window::pixel_h() functions giving
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which makes use of the Fl_Gl_Window::pixel_w() and Fl_Gl_Window::pixel_h() methods giving
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the size in pixels of an Fl_Gl_Window that is potentially mapped to a HighDPI display.
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Method Fl_Gl_Window::pixels_per_unit() can also be useful in this context.
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\note A further coding rule is necessary to properly support retina displays
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