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authorTor Lillqvist <tml@collabora.com>2015-03-23 15:25:31 +0200
committerTor Lillqvist <tml@collabora.com>2015-03-23 15:50:15 +0200
commit4be86e71d607715dd602838f49aa19f478662147 (patch)
tree06cd657b4d42e4b8119777e96e4df52711ddfbff /vcl
parent772d8c5a2b46d7feca348723090e39aa235d05e0 (diff)
Add comment about the DPI calculation
Change-Id: I791904a50db75ed94c166b0f84d9f08cb088bafe
Diffstat (limited to 'vcl')
-rw-r--r--vcl/quartz/salgdicommon.cxx7
1 files changed, 7 insertions, 0 deletions
diff --git a/vcl/quartz/salgdicommon.cxx b/vcl/quartz/salgdicommon.cxx
index febf2fdc569a..f193122f6243 100644
--- a/vcl/quartz/salgdicommon.cxx
+++ b/vcl/quartz/salgdicommon.cxx
@@ -1736,6 +1736,13 @@ void AquaSalGraphics::initResolution( NSWindow* )
{
mnRealDPIX = mnRealDPIY = nMinDPI;
}
+ // Note that on a Retina display, the "mnRealDPIX" as
+ // calculated above is not the true resolution of the display,
+ // but the "logical" one, or whatever the correct terminology
+ // is. (For instance on a 5K 27in iMac, it's 108.) So at
+ // least currently, it won't be over 200. I don't know whether
+ // this test is a "sanity check", or whether there is some
+ // real reason to limit this to 200.
static const int nMaxDPI = 200;
if( (mnRealDPIX > nMaxDPI) || (mnRealDPIY > nMaxDPI) )
{