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@@ -30,11 +30,11 @@ Observe the difference between the approaches taken by macOS and Windows:
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Proper high DPI support takes into account both the content scale and the pixel density.
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-First, you'd create your window with the SDL_WINDOW_HIGH_PIXEL_DENSITY flag, assuming you want the highest detail possible. Then you'd get the display content scale to see how much your UI elements should be enlarged to be readable.
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+First, you'd create your window with the `SDL_WINDOW_HIGH_PIXEL_DENSITY` flag, assuming you want the highest detail possible. Then you'd get the window display scale to see how much your UI elements should be enlarged to be readable.
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-If you're using the SDL 2D renderer, SDL provides the function SDL_ConvertEventToRenderCoordinates() to convert mouse coordinates between window coordinates and rendering coordinates, and the more general functions SDL_RenderCoordinatesFromWindow() and SDL_RenderCoordinatesToWindow() to convert between them.
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+If you're using the SDL 2D renderer, SDL provides the function `SDL_ConvertEventToRenderCoordinates()` to convert mouse coordinates between window coordinates and rendering coordinates, and the more general functions `SDL_RenderCoordinatesFromWindow()` and `SDL_RenderCoordinatesToWindow()` to do other conversion between them.
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-If you're not using the 2D renderer, you can implement this yourself using SDL_GetWindowPixelDensity() as scale factor to convert from window coordinates to pixels.
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+If you're not using the 2D renderer, you can implement this yourself using `SDL_GetWindowPixelDensity()` as scale factor to convert from window coordinates to pixels.
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Finally you'll want to test on both Windows and macOS if possible to make sure your high DPI support works in all environments.
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