An application that is not aware but is running on a high DPI display setting can suffer from many visual artifacts, including incorrect scaling of UI elements, clipped text, and blurry
Trang 1Summary: Explains how to make your Win32 applications DPI-aware and
why you should do so This paper shows how to use the high-DPI features in Windows XP and Windows Vista to make your UI more consistent, attractive, and readable It also explains how to identify and fix common DPI issues, and how to use the manifest to declare your application to be DPI Aware
Trang 2The information contained in this document represents the current view of Microsoft Corporation on the issues discussed as
of the date of publication Because Microsoft must respond to changing market conditions, it should not be interpreted to
be a commitment on the part of Microsoft, and Microsoft cannot guarantee the accuracy of any information presented after the date of publication
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Trang 3Introduction 1
High-DPI Features in Windows 1
Setting DPI by Using Control Panel 2
DPI Virtualization 2
DPI-Related APIs 2
Common High-DPI Issues 3
Clipped UI Elements or Text 3
Incorrect Font Size 3
Incorrect Layout 4
Blurred UI Elements 4
Pixelated Text 5
Drag and Drop and Other Input Issues 5
Partial Rendering of a Full-Screen Application 5
Incorrect Use of Effective Resolution 6
Assessing DPI Compatibility 6
High-DPI Issues Checklist 6
Testing DPI Compatibility 7
Step by Step Guide 7
Existing Win32 Applications 7
New Win32 Applications 8
Addressing High DPI Issues 8
Declaring DPI Awareness 8
Using an Application Manifest 9
SetProcessDPIAware Function 10
Getting System Information 11
GetDeviceCaps Function 11
GetSystemMetrics Function 12
SystemParametersInfo Function 12
Determining the DPI Scale Factor 12
Scaling Text 13
CreateFont Functions 13
GetTextExtent Functions 13
Selecting Fonts 14
Scaling Graphics 15
Multiple Resolution Support 15
Closest Fit 15
Icons 18
Scaling Layout 18
Layout and DPI Virtualization Enabled 20
Handling Minimum Effective Resolution 23
Conclusion 24
For More Information 24
Appendix A: Setting High DPI in Windows 25
Setting High DPI in Windows XP 25
Setting High DPI in Windows Vista 27
Appendix B: DPI Sample Code 30
Appendix C: Optimal DPI Configuration Examples 32
Trang 4Introduction
This white paper is a practical guide to adding DPI awareness to existing or new Win32®
applications Writing a DPI-aware application is the key to making a user interface (UI) look
consistently good across a wide variety of high-DPI display settings An application that is not aware but is running on a high DPI display setting can suffer from many visual artifacts, including incorrect scaling of UI elements, clipped text, and blurry images By adding support in your
DPI-application for DPI-awareness, you guarantee that the presentation of your DPI-application’s UI is more predictable, making it more visually appealing to users
Since the introduction of Windows Vista®, users are more frequently following the recommended advice to change DPI settings as a way to enlarge the size of the text and UI elements on high DPI displays As more manufacturers ship greater numbers of high-resolution displays, the default 96 DPI setting can no longer be assumed by applications For a list of optimal DPI configuration
examples, see Appendix C To promote the best user experience, developers must ensure that their applications are DPI-aware
This paper explores DPI features and examines high-DPI issues in Windows® XP and
Windows Vista It also provides a set of guidelines for assessing DPI awareness and some solutions that can help you address DPI-awareness issues in your application This paper contains the
following sections:
High-DPI Features in Windows
Provides an overview of high-DPI support in Windows XP and Windows Vista
Common High-DPI Issues
Provides a list of the key visual artifacts and usability issues that impact applications at
high-DPI settings
Assessing DPI Compatibility
Provides test matrix and test strategy recommendations for assessing DPI compatibility
Addressing High DPI Issues
Provides coding recommendations for resolving issues in your application related to high
DPI
High-DPI Features in Windows
This section provides an overview of the high-DPI features supported in Windows® XP and
Windows Vista® The following table shows a list of high-DPI-related features that are supported
by each platform
Trang 5Setting DPI by Using Control Panel
Windows XP and Windows Vista both support the ability to change high-DPI display settings For information about setting high DPI on Windows XP and Windows Vista, refer to Appendix A: Setting High DPI in Windows
When the DPI settings are changed, the system fonts and system UI elements change in size This
is the primary reason that applications need to consider the system DPI setting in their rendering and layout code Applications that are not DPI aware can potentially exhibit some visual artifacts such as mismatched font sizes, clipped text, or clipped UI elements
DPI Virtualization
Windows Vista introduces a feature called DPI virtualization which provides some level of automatic scaling support to applications which are not DPI aware Without this feature, the size of the text and UI elements of DPI unaware applications would typically be smaller on high DPI settings
compared to rest of the system, potentially causing usability and readability problems
This feature works by providing “virtualized” system metrics and UI elements to the application, as
if it were running at 96 DPI The application then renders to a 96-DPI off-screen surface and the Desktop Windows Manager then scales the resulting application window to match the DPI setting For example, if the DPI display setting is 144, DWM scales the application’s window by 150%, or 144/96 The type of scaling that DPI virtualization uses is based on pixel stretching As a result, blurring occurs due to the stretched pixels The following screenshot shows the type of visual artifact caused by stretched pixels due to DPI virtualization
The goal of the DPI virtualization feature is to increase the size of the text for non-DPI aware applications In some cases, however, virtualization infrastructure can cause significant
compatibility problems If your application has issues on Windows Vista that are caused by DPI virtualization, users can turn DPI virtualization off for your application without affecting other applications To disable DPI virtualization for a single application, right-click the name of the
application executable file, click Properties, click the Compatibility tab, and then select the box labeled Disable display scaling on high DPI settings
Note Users can disable DPI virtualization on a system-wide basis by selecting the Use
Windows XP style DPI scaling checkbox in the Windows Vista Custom DPI Setting
dialog box For more information, see Appendix A: Setting High DPI in Windows
For more information about DPI virtualization, see the High DPI Support in Windows Vista Aeroposting on Greg Schechter's Blog For more information on compatibility settings for
Windows Vista, see the Make older programs run in this version of Windows topic in Windows Help and How-to
DPI-Related APIs
The Win32® API provides functions for enabling DPI awareness in applications To learn how to declare your application to be DPI-aware, see Declaring DPI Awareness To learn how to retrieve system information and metrics related to DPI awareness, see Getting System Information
Trang 6Common High-DPI Issues
Applications that do not check the system DPI setting and do not adjust for the larger font and UI sizes can raise various classes of issues This section describes the most common categories of issues and shows examples that illustrate them The categories of high DPI issues include:
Clipped UI elements or text
Incorrect font size
Incorrect layout
Blurred UI elements
Pixelated text and bitmaps
Misalignment of coordinate space affecting input
Partial rendering of a full-screen application
Incorrect use of virtual resolution
In the Assessing DPI Awareness section, you can find a summary of the high-DPI issues, the
potential root cause of each issue, and possible techniques for resolving each issue
Clipped UI Elements or Text
Applications that are not DPI-aware sometimes exhibit clipped UI elements or text In the following screen shot, notice that the text “Print this page” is clipped off at the bottom by the button
This is a result of text being resized while other UI elements containing the text, such as list box items and buttons, are not resized In this case the application has failed to scale the size of the UI layout in proportion to the larger text
Here are other scenarios that can result in clipped UI elements or text:
UI elements no longer fit into the application window due to increased sizes of text and controls
The application resizes partially in response to system metrics, but fails to resize completely For example, the application may resize buttons to fit the new text font, but fails to increase the size of the child window that contains the buttons
Incorrect Font Size
Applications that are not DPI-aware often display incorrect font sizes for text In the following screen shot, notice the inconsistent font sizes in the application’s UI
Trang 7This type of artifact is typically caused when an application incorrectly creates and uses fonts There are many ways to create and use fonts in Windows applications Some font APIs enable your application’s text to resize dynamically in response to the change in DPI setting, while others do not To avoid the inconsistent display of font sizes in your application, ensure that you create and use fonts in a DPI-independent way For more information about creating and using fonts, see the Scaling Text section
Incorrect Layout
Applications that are not DPI-aware can sometimes exhibit incorrect layout, which can result in a number of visual artifacts, as well as problems interacting with the application In the following screen shot, notice that the UI layout does not scale, which results in clipped UI elements, some of which may appear off screen Also notice that some of the text word-wraps despite the fact that there is adequate screen real estate available
Incorrect layout is often caused by miscalculations of system metrics, such as screen size In some cases, system metrics are calculated correctly for certain UI elements, but not all UI elements Another common cause of incorrect layout is running at a low “effective resolution” The term
“effective resolution” refers to the resulting resolution which takes into account both the physical resolution and the DPI setting of the display It is very important that you use the correct effective screen resolution when calculating layout For more information about effective resolution, see Handling Minimum Effective Resolution
Blurred UI Elements
When an entire application appears blurred on Windows Vista®, it is typically the result of DPI virtualization In the following screen shot, the pixels have been stretched, which results in the blurred effect
Trang 8To override the effect of DPI virtualization, enable your application to be DPI-aware You should follow the guidance in the Assessing DPI Awareness section to get an understanding of the amount
of work needed In addition, you should follow the testing guidelines to ensure that your
application behaves as expected at the most common DPI configurations
Pixelated Text
In certain instances, text appears pixelated but the application exhibits no other visual artifacts Pixelated text is most noticeable in the diagonal strokes of characters In the following screen shot, the text “Name” is pixelated, while the text “Advanced Search” is not
This type of visual artifact is most likely caused by your application using bitmapped fonts If you scale the text of a bitmapped font, the text is stretched rather than redrawn with a higher point-size font Stretched text results in pixelation To avoid pixelated text, use TrueType fonts in your DPI-aware application TrueType fonts are vector based, and scale appropriately as larger font sizes in response to changes in DPI display settings
For more information about fonts, see the MSDN Library topic, About Fonts For information about Win32® APIs for text and fonts, see the MSDN Library topic, Using the Font and Text Output Functions of GDI
Drag and Drop and Other Input Issues
One of the subtle side effects of DPI virtualization is that it can cause input issues For example, drag-and-drop operations may no longer work due to the misalignment of an application’s
coordinate space when it is remapped to the system’s coordinate space during scaling
The root of this problem is that when the Desktop Windows Manager scales the application to a larger size, the resulting transform changes the application’s coordinate space to be different from the rest of the system Translating drag-and-drop coordinates from one coordinate space to
another does not work because there is no way of knowing how the application is going to use the offset system coordinates
The DPI virtualization feature was introduced to ensure that users had a reasonably good
experience with applications which were not DPI-aware However, DPI virtualization is not able to solve all application issues, such as changes in coordinate space
Partial Rendering of a Full-Screen Application
Another side effect of DPI virtualization which sometimes occurs is the partial rendering of a screen application In most cases, this side effect is seen in full screen gaming applications,
full-because they commonly do programmatic screen resolution mode changes This issue affects only Windows Vista applications that do not declare themselves as DPI-aware The problem is that the
Trang 9application may not be taking into account the fact that some of the system metrics are virtualized Since full screen applications like games are natively resolution-independent, in most cases this means they are also natively DPI independent The recommended solution for this class of
applications is to declare themselves DPI aware Note that some applications may have mode installers and uninstallers so it is important to do an application test pass according to the DPI testing guidelines to ensure that the whole application experience behaves properly at high DPI
windowed-Incorrect Use of Effective Resolution
Applications often require a minimum display resolution to run As an example, suppose an
application has a minimum required resolution of 1024x768 At run time, the application may
query the system to determine the current screen resolution If the application determines that the screen resolution is less than the required minimum, it prompts the user with a warning
Because high DPI settings cause the system to use larger fonts and larger UI elements, it also
means that applications take up more pixels when they draw The result is a lower effective
resolution because more pixels are required to render the same UI The formula to calculate the
effective resolution is: Effective Resolution = Real Resolution / (DPI/96)
For example, suppose the user has a display of 1200x900 with 144 DPI, the effective resolution is 800x600, because 144/96 = 150%—this reduces the effective screen real-estate by 50% This means that the size of the UI and text at this setting is roughly the same as if the user were
running at 96 DPI with an 800x600 screen resolution For more information about effective
resolution, see Handling Minimum Effective Resolution
Assessing DPI Compatibility
Assessing DPI compatibility requires the following three steps:
1 Familiarize yourself with the common high-DPI issues
2 Test your application at the recommended high-DPI display settings and resolutions
3 Address DPI issues by using the techniques described in the topic Addressing High DPI Issues
High-DPI Issues Checklist
The following table provides a list of the key DPI issues and their most common causes and
solutions
Clipped UI elements or
text UI elements are not resizing based on the GetTextExtent function Scaling text
Incorrect font size Fonts are being created with
Blurred UI elements Application is not declared
DPI-aware, and DPI virtualization is enabled
DPI virtualizationDeclaring DPI awareness
Trang 10coordinate space
affecting input aware, and DPI virtualization is enabled Declaring DPI awareness
Partial rendering of a
full-screen application Application is not declared DPI-aware, and is using a mix of
virtualized and non-virtualized metrics
DPI virtualizationDeclaring DPI awarenessDetermine DPI scale factor
Incorrect use of virtual
resolution Application is not declared DPI-aware and is using virtualized
system metrics
DPI virtualization Declaring DPI awarenessDetermine DPI scale factor Handling minimum resolution
Testing DPI Compatibility
To assess your application’s DPI compatibility, you should test your application at a variety of resolutions with different high-DPI settings Also, it is recommended that you test on Vista as there are DPI-related features on Vista which are not present on XP
The following table provides a recommended set of DPI settings and minimum resolutions to
consider when testing
*Note Testing at a 192 DPI display setting is optional, but it enables you to determine
how “future proof” your application is For Windows Vista applications, we recommend that you resolve issues you find at least for configurations up to 144 DPI
When you log these issues into your bug tracking system, it is often useful to include the
following data points:
Screen shot of the visual artifact
DPI configuration, including whether DPI virtualization is enabled
Screen resolution used to reproduce the issue
Having this information available to the developer helps identify the issues and to make the
corresponding fixes more easily
Step by Step Guide
The following sets of steps show how to fix DPI compatibility issues and declare your application to
be DPI aware
Existing Win32 Applications
To make your existing application DPI-aware, do the following:
Trang 111 Test your application at high DPI and write down all issues found
2 Search the source code for common DPI coding issues
3 Do an analysis on the cost of making the application fully DPI-aware
4 List all required high-DPI assets, such as toolbars, buttons, and icons
5 Fix issues found in step 1 by using the corresponding solution to the issue
6 Declare your application DPI-aware
7 Verify that all issues have been fixed If not, repeat the preceding steps
New Win32 Applications
To make your new application DPI-aware, do the following:
1 Declare your application DPI-aware
2 Familiarize yourself with the coding techniques
3 List all required high-DPI assets, such as toolbars, buttons, and icons
4 Write your application
5 Integrate the new assets from step 3
6 Test your application for DPI compatibility
7 Verify that all DPI issues have been resolved If not, repeat the preceding steps
Addressing High DPI Issues
There are several techniques you can use to resolve high DPI issues in your application These techniques include:
Declaring DPI awareness
Using system metrics information to calculate layout
Determining the DPI scale factor
Scaling text
Scaling graphics
Scaling layout
Handling minimum effective resolution
Declaring DPI Awareness
When an application declares itself to be DPI-aware, it is a statement specifying that the
application behaves well at DPI settings up to 200 DPI In Windows® XP, DPI awareness has no impact on the application or the operating system It is only on Windows Vista® that DPI
awareness has meaning In Windows Vista, when DPI virtualization is enabled, applications that are not DPI-aware are scaled, and applications receive virtualized data from the system APIs, such as
the GetSystemMetric function
Note By default, the DPI virtualization feature is enabled only when the DPI display setting
is 144 or greater
While the Win32® API provides a function declaring an application as DPI-aware, its use is
discouraged, except in very specific circumstances For more information, see SetProcessDPIAware
Trang 12Function In general, using an application manifest is the recommend process for declaring an application to be DPI-aware
Using an Application Manifest
To declare your application to be DPI-aware, add <dpiAware> to the application manifest
Here is an example of how to use the <dpiAware> element in an application manifest
<assembly xmlns="urn:schemas-microsoft-com:asm.v1" manifestVersion="1.0"
Note If the <dpiAware> element appears in the assembly manifest of a DLL component,
the setting is ignored Only the assembly manifest for the application can enable DPI
awareness
You should save the manifest information in the preceding example to a file named
DeclareDPIAware.manifest and then use the MT.exe tool to bind it to your application
Alternatively, if you are using Visual Studio, you can add this to your project manifest file by going
to Project Properties > Configuration Properties > Manifest Tool > Input and Output, and then specifying the DeclareDPIAware.manifest file in the Additional Manifest Files text box, as shown in the following screenshot from Microsoft Visual Studio 2008:
Trang 13For more information about the use of manifests, see the MSDN Library topic, Manifest Generation
in Visual Studio For more information about using assembly manifests, see the MSDN Library topic, Manifests [Side-by-Side Assemblies]
Note In some versions of Visual Studio, you might receive a manifest tool warning such
as: manifest authoring warning 81010002: Unrecognized Element "application" in namespace "urn:schemas-microsoft-com:asm.v3" This is due to a known bug in the
manifest compiler and you can safely ignore it
After you have added the manifest to your application, you can test your application by running it
at 144 DPI with DPI virtualization enabled If you have successfully declared your application as DPI-aware, you should not see the blurring of your application UI due to scaling via DPI
virtualization
SetProcessDPIAware Function
However, the use of the SetProcessDPIAware function is discouraged For example, if a DLL caches DPI settings during initialization, invoking SetProcessDPIAware in your application might
generate a possible race condition For this reason, we recommend that an application enable DPI
Trang 14awareness by using the application’s assembly manifest rather than by calling
SetProcessDPIAware
By adding <dpiAware> element to your application’s assembly manifest, you mark your application
as being DPI aware The user32.dll module, which provides Windows user interface functionality, checks the application’s DPI awareness setting If an application is determined to be DPI aware, the user32.dll module calls SetProcessDPIAware on behalf of the application
Note A DLL component should respect the DPI-aware setting of an application and not call SetProcessDPIAware
The most common case for requiring the SetProcessDPIAware function is generic hosts that load
a DLL and execute from a specified entry point Three examples of generic hosts are the line utility program Rundll32, the DllHost process, and the Microsoft Management Console (MMC) When a DLL is loaded from a generic host, it is essentially the entry point of the application and any DLLs implicitly linked to by your DLL will be initialized before the application Therefore,
command-SetProcessDPIAware should always be called before any initialization to prevent any of those
DLLs from caching DPI-sensitive metrics
However, you should avoid generic hosts whenever possible when writing new code Instead, you should write a small executable containing the proper manifest entries Many control panel applets
in Windows Vista used this technique
Getting System Information
The following Win32 API functions are useful for retrieving information about the current display setting:
GetDeviceCaps Function
The GetDeviceCaps (http://msdn.microsoft.com/en-us/library/ms533266.aspx) function enables you to retrieve the number of pixels per logical inch along the screen width and height In a system with multiple display monitors, this value is the same for all monitors The following code example shows how to retrieve the horizontal and vertical DPI for the current display setting
// From CDPI::_Init()
HDC hdc = GetDC(NULL);
if (hdc)
{
_dpiX = GetDeviceCaps(hdc, LOGPIXELSX);
_dpiY = GetDeviceCaps(hdc, LOGPIXELSY);
ReleaseDC(NULL, hdc);
}
// Using CDPI example class
Trang 15CDPI g_metrics;
int dpiX = g_metrics.GetDPIX();
int dpiY = g_metrics.GetDPIY();
GetSystemMetrics Function
The GetSystemMetrics (http://msdn.microsoft.com/en-us/library/ms724385.aspx) function enables you to retrieve the specified system metric or system configuration setting Note that all
dimensions retrieved by GetSystemMetrics are in pixels The following code example shows how
to retrieve the horizontal and vertical resolution for the current display setting
// Retrieve the horizontal and vertical resolution of the current display setting int cxScreen = GetSystemMetrics(SM_CXSCREEN);
int cyScreen = GetSystemMetrics(SM_CYSCREEN);
The CDPI example class listed in Appendix B (and shown here) offers methods to get the screen dimensions scaled based on DPI (known as relative pixels)
CDPI g_metrics;
int cxScreen = g_metrics.ScaledScreenWidth();
int cyScreen = g_metrics.ScaledScreenHeight();
SystemParametersInfo Function
The SystemParametersInfo (http://msdn.microsoft.com/en-us/library/ms724947.aspx) function enables you to retrieve or set the value of one of the system-wide parameters This function can also update the user profile while setting a parameter The following code example shows how to retrieve the number of lines to scroll when the vertical mouse wheel is moved
int g_ucScrollLines;
// Retrieves the number of lines to scroll when the vertical mouse wheel is moved SystemParametersInfo(SPI_GETWHEELSCROLLLINES, 0, &g_ucScrollLines, 0);
Determining the DPI Scale Factor
If you define your application as a DPI-aware application, you will need to scale your application appropriately at high DPI settings To scale correctly, you must determine the relative DPI scale factor The DPI scale factor uses 96 DPI as the baseline setting for determining the value The following code example shows how to determine the DPI scale factor
int ScaleX(int x) { _Init(); return MulDiv(x, _dpiX, 96); }
int ScaleY(int y) { _Init(); return MulDiv(y, _dpiY, 96); }
Trang 16// Example using CDPI class
int cxScaledWidth = g_metrics.ScaleX(100);
After you have determined the relative DPI scale factor, you should apply that scale factor when selecting fonts, loading images, and laying out UI elements in your application
Custom fonts based on pixel size should apply the DPI scale factor
Verify that UI layout and text will scale well at various high-DPI settings
Note If you are not sure whether your application uses a TrueType font (.ttf), look at the
font definition file in Control Panel Right-click the file, and check whether it is a ttf file
CreateFont Functions
To create a font use either the CreateFont
(http://msdn.microsoft.com/en-us/library/ms534214.aspx), CreateFontIndirect
(http://msdn.microsoft.com/en-us/library/ms534009.aspx), or CreatFontIndirectEx
(http://msdn.microsoft.com/en-us/library/ms534035.aspx) function You should apply the DPI scale factor when defining the characteristics of the font The following example shows how to apply the DPI scale factor to the
lfHeight member of the LOGFONT structure when using the CreateFontIndirect function
// From CDPI: convert a point size (1/72 of an inch) to raw pixels
int PointsToPixels(int pt) { return MulDiv(pt, _dpiY, 72); }
LOGFONT lf;
lf.lfHeight = -g_metrics.PointsToPixels(12);
// Fill in the rest of the structure
HFONT hfont = CreateFontIndirect(&lf);
GetTextExtent Functions
To determine the pixel dimensions of your scaled text string, use the GetTextExtent
(http://support.microsoft.com/kb/74298) family of functions, because the physical pixel size of the font is different depending on the DPI display setting The following code example shows how to determine the width and height of the specified text string by using the GetTextExtentPoint32
(http://msdn.microsoft.com/en-us/library/ms534223.aspx) function before drawing a rectangle around the string
Trang 17static const TCHAR szString[] = TEXT("TEST");
// Retrieve width and height extents of specified string
SIZE size;
GetTextExtentPoint32(hdc, szString, lstrlen(szString), &size);
// Calculate scaled rect
RECT rcText;
SetRect(&rcText, 10, 10, 10 + size.cx, 10 + size.cy);
g_metrics.ScaleRect(&rcText);
// Calculate border based on text rect
RECT rcBorder = rcText;
InflateRect(&rcBorder, g_metrics.ScaleX(4), g_metrics.ScaleY(4));
// Draw rectangle (adjusted for DPI scaling factor) around string
Rectangle(hdc, rcBorder.left, rcBorder.top, rcBorder.right, rcBorder.bottom);
// Draw string inside rectangle
TextOut(hdc, rcText.left, rcText.top, szString, lstrlen(szString));
Selecting Fonts
attributes of a font If you use this function, ensure that you specify TrueType fonts as part of the
Flags member of the CHOOSEFONT structure The following example shows how to initialize the
ChooseFont function so that only TrueType fonts are enumerated in the Fonts dialog box
#include "commdlg.h"
CHOOSEFONT data = { sizeof(data) };
data.hwndOwner = hWnd;
// List only TrueType screen fonts in the Font dialog box
data.Flags = CF_TTONLY | CF_SCREENFONTS;
ChooseFont(&data);
The Windows Vista User Experience Guidelines
(http://go.microsoft.com/fwlink/?LinkId=128247&clcid=0x409) recommend that applications use standard visual styles where possible and that applications use a scalable TrueType font instead of
DC font