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Add content scale queries
This adds glfwGetWindowContentScale and glfwGetMonitorContentScale for querying the recommended drawing scale factor for DPI-aware rendering. Parts of this patch are based on code by @ferreiradaselva. Fixes #235. Fixes #439. Fixes #677. Fixes #845. Fixes #898.
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@@ -131,17 +131,34 @@ current _resolution_, i.e. the width and height of its current
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[video mode](@ref monitor_modes).
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@code
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int widthMM, heightMM;
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glfwGetMonitorPhysicalSize(monitor, &widthMM, &heightMM);
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int width_mm, height_mm;
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glfwGetMonitorPhysicalSize(monitor, &width_mm, &height_mm);
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@endcode
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This can, for example, be used together with the current video mode to calculate
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the DPI of a monitor.
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While this can be used to calculate the raw DPI of a monitor, this is often not
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useful. Instead use the [monitor content scale](@ref monitor_scale) and
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[window content scale](@ref window_scale) to scale your content.
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@subsection monitor_scale Content scale
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The content scale for a monitor can be retrieved with @ref
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glfwGetMonitorContentScale.
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@code
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const double dpi = mode->width / (widthMM / 25.4);
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float xscale, yscale;
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glfwGetMonitorContentScale(monitor, &xscale, &yscale);
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@endcode
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The content scale is the ratio between the current DPI and the platform's
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default DPI. If you scale all pixel dimensions by this scale then your content
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should appear at an appropriate size. This is especially important for text and
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any UI elements.
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The content scale may depend on both the monitor resolution and pixel density
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and on user settings. It may be very different from the raw DPI calculated from
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the physical size and current resolution.
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@subsection monitor_pos Virtual position
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