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Doxygen: describe better support for OpenGL on HighDPI displays.
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@@ -25,9 +25,9 @@ the file \p <GL/gl.h> (on macOS: \p <OpenGL/gl.h>), define
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some extra drawing functions provided by FLTK, and include the
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\p <windows.h> header file needed by Windows applications.
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Some simple coding rules (see \ref osissues_retina) allow to write
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cross-platform code that will draw high resolution
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OpenGL graphics if run on 'retina' displays with MacOS.
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Some simple coding rules (see \ref opengl_highdpi) allow to write
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cross-platform code that will support OpenGL run on HighDPI displays
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(including the 'retina' displays of Apple hardware).
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\section opengl_subclass Making a Subclass of Fl_Gl_Window
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@@ -179,6 +179,24 @@ You must put <tt>glwindow->show()</tt> in your main code
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after calling \p show() on the window containing the
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OpenGL window.
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\section opengl_highdpi OpenGL and support of HighDPI displays
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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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\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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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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and OpenGL under macOS (see \ref osissues_retina)
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\section opengl_normal Using OpenGL in Normal FLTK Windows
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You can put OpenGL code into the \p draw() method, as described in
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@@ -857,7 +857,8 @@ the GL scene in pixels: if the Fl_Gl_Window is mapped on a retina display, these
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reported by Fl_Widget::w() and Fl_Widget::h(); if it's mapped on a regular display, they return the same values
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as w() and h(). These methods dynamically change their values if the window is moved into/out from a retina
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display. If Fl::use_high_res_GL(1) is not called, all Fl_Gl_Window 's are drawn at low resolution.
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These methods are synonyms of w() and h() on non-Mac OS X platforms, so the source code remains cross-platform.
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These methods are useful on all platforms because Fl_Gl_Window::w() and Fl_Gl_Window::h() don't return,
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on HighDPI displays, the quantitites in pixels necessary to OpenGL functions .
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The Fl_Gl_Window::pixels_per_unit() method is useful when the OpenGL code depends on the pixel dimension
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of the GL scene. This occurs, e.g., if a window's handle() method uses Fl::event_x() and Fl::event_y()
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