Folks:
> Likewise the idea that HiDPI displays are always "2x" seems to me another
> inelegant hack. Actually the DPI varies between devices, so high-resolution
> art should not always need to be exactly 2x the normal size. It may be
> convenient, but it's not the kind of "solution" we can expect to last very
> long.
> I wouldn't be surprised if Apple themselves changes their tune later.
At a minimum, we already have the situation where the iPhone4/4s/5, New
iPad, and Macbook Pro Retina Display all are "high pixel density" displays
but all three families have different pixel densities. For a display that
*MUST* conform to a certain physical limit (e.g., "all characters displayed
must be 5mm in height", this would require being able to use the
information about the true and varying pixel density.
Atlant
From: [email protected]
[mailto:[email protected]] On Behalf
Of Rutledge Shawn
Sent: Monday, October 01, 2012 5:58 AM
To: [email protected]
Cc: Ziller Eike; Sorvig Morten
Subject: [Development] resolution independence (was Re: Retina display support)
On Sep 21, 2012 w38, at 10:37 AM, ext Ziller Eike wrote:
but that would be a huge waste of system resource and performance drag when
running on non-retina system. Are there any better solutions?
Aren't you seeing the window size in pixels as usual? With that available, you
would have a generic answere for your kind of question.
Well, no. "Pixel" in the Qt world atm means something different than "pixel" in
the physical world (when talking about Cocoa / Mac).
The integer coordinates in Qt actually are mapped to what Cocoa calls "points"
which is referring to "logical" coordinate space, not "device" coordinate space.
A HiDPI screen has the same number of "points" as a corresponding non-HiDPI
screen, but it has a "scale" (of 2). Applications see the same number of points
when they run on a HiDPI screen as they would on a non-HiDPI screen (-->
everything has exactly the same physical dimensions when running on different
screens).
That means that Qt also reports the same dimensions. Rastering for pixmaps is
also done based on "points".
That distorts the definition of "pixel" rather more than one would expect.
Here's how it's supposed to work (how it already works on Linux and Windows):
QScreen reports both the logical and physical DPI, and the documentation
already states that logical DPI determines the size of a "point" for fonts.
The physical DPI is calculated as the ratio of the configured resolution to the
physical dimensions of the screen (as reported over the DDC connection from the
monitor). Logical DPI can be overridden in the operating system (in the
display control panel, or on Linux, in xorg.conf or by giving a parameter when
starting X). Overriding the logical DPI is the normal way for people to "zoom"
the screen, for example to get larger fonts if one's vision is impaired. (Or
else, people who don't know better might just change the resolution and let the
scaling hardware zoom it up to fit, which will have a similar effect on logical
DPI, but makes it blurry too.) On pre-OSX Macs, 72 DPI was normal, and was
relatively constant if you bought Apple displays. But in more recent times 96
DPI has become normal. So I think a logical pixel should be defined as
whatever the user or the OS sets it to be, by setting the logical DPI. (Maybe
Qt could have a configurable limit though, in case the OS doesn't provide a way
to override the logical resolution.)
QScreen on OSX currently has a hard-coded definition of DPI, 72 pixels per
inch. This is not accurate on any modern hardware, and I'm planning to change
it to report actual resolution and logical resolution, just like the other
platforms. There are already HiDPI non-Apple displays, for example this from
2009:
http://techreport.com/news/16181/sony-intros-wide-expensive-vaio-p-netbook
which has an 8" display with 1600x768 resolution. If you run Linux or Windows
on it, I expect that QScreen will tell you the actual resolution. Qt is
supposed to be cross-platform, so it doesn't make sense to do something
completely different on OSX only.
Likewise the idea that HiDPI displays are always "2x" seems to me another
inelegant hack. Actually the DPI varies between devices, so high-resolution
art should not always need to be exactly 2x the normal size. It may be
convenient, but it's not the kind of "solution" we can expect to last very
long. I wouldn't be surprised if Apple themselves changes their tune later.
I think for the sake of true resolution independence, we need to extend QML to
have support for units. E.g. you should be able to specify
Rectangle {
width: 20mm
height: 10mm
Text {
font.size: 5mm
text: "Hello World"
}
}
font.pixelSize and font.pointSize could even be deprecated then, because every
supported unit would be OK for every possible dimension: pixels (which would
probably be logical pixels), millimeters, points, inches, etc. (Maybe we could
also have "rpx" or some such to represent actual pixels rather than logical
pixels.) The fact that it's a change to the language makes it nontrivial, but
at least it's the same as what CSS does, and QML was designed to be similar to
CSS, after all. Then we can claim that we have true resolution-independence.
You could specify a rectangle as above, and measure with a ruler on the screen,
and it should be exactly 2 x 1 cm on every device, as long as the device
reports its own screen resolution accurately. It would be the same if you
print it. When you are creating a UI, if you want exact sizes you could use
real-world units, whereas if you want a UI which is scaled in proportion to the
user's system-wide wishes, you would use logical pixels.
But then it would also make sense to extend the Javascript implementation too,
so that it's possible to assign numbers with units. As soon as such unit-value
types exist, one begins to think it should be possible to do math with them
too, and have transparent unit conversions whenever necessary. It would be
really cool, but it's all-new territory for Javascript (although it has been
done before in some math-oriented languages). As a stop-gap until the JS
extension is done, maybe you could still assign a plain number to a unit-value
quantity, in which case only the number is changed while the units remain the
same.
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