/** * Copyright (c) 2015-present, Facebook, Inc. * All rights reserved. * * This source code is licensed under the BSD-style license found in the * LICENSE file in the root directory of this source tree. An additional grant * of patent rights can be found in the PATENTS file in the same directory. * * @providesModule PixelRatio * @flow */ 'use strict'; var Dimensions = require('Dimensions'); /** * PixelRatio class gives access to the device pixel density. * * ## Fetching a correctly sized image * * You should get a higher resolution image if you are on a high pixel density * device. A good rule of thumb is to multiply the size of the image you display * by the pixel ratio. * * ``` * var image = getImage({ * width: PixelRatio.getPixelSizeForLayoutSize(200), * height: PixelRatio.getPixelSizeForLayoutSize(100), * }); * * ``` * * ## Pixel grid snapping * * In iOS, you can specify positions and dimensions for elements with arbitrary * precision, for example 29.674825. But, ultimately the physical display only * have a fixed number of pixels, for example 640×960 for iPhone 4 or 750×1334 * for iPhone 6. iOS tries to be as faithful as possible to the user value by * spreading one original pixel into multiple ones to trick the eye. The * downside of this technique is that it makes the resulting element look * blurry. * * In practice, we found out that developers do not want this feature and they * have to work around it by doing manual rounding in order to avoid having * blurry elements. In React Native, we are rounding all the pixels * automatically. * * We have to be careful when to do this rounding. You never want to work with * rounded and unrounded values at the same time as you're going to accumulate * rounding errors. Having even one rounding error is deadly because a one * pixel border may vanish or be twice as big. * * In React Native, everything in JavaScript and within the layout engine works * with arbitrary precision numbers. It's only when we set the position and * dimensions of the native element on the main thread that we round. Also, * rounding is done relative to the root rather than the parent, again to avoid * accumulating rounding errors. * */ class PixelRatio { /** * Returns the device pixel density. Some examples: * * - PixelRatio.get() === 1 * - mdpi Android devices (160 dpi) * - PixelRatio.get() === 1.5 * - hdpi Android devices (240 dpi) * - PixelRatio.get() === 2 * - iPhone 4, 4S * - iPhone 5, 5c, 5s * - iPhone 6 * - xhdpi Android devices (320 dpi) * - PixelRatio.get() === 3 * - iPhone 6 plus * - xxhdpi Android devices (480 dpi) * - PixelRatio.get() === 3.5 * - Nexus 6 */ static get(): number { return Dimensions.get('window').scale; } /** * Returns the scaling factor for font sizes. This is the ratio that is used to calculate the * absolute font size, so any elements that heavily depend on that should use this to do * calculations. * * If a font scale is not set, this returns the device pixel ratio. * * Currently this is only implemented on Android and reflects the user preference set in * Settings > Display > Font size, on iOS it will always return the default pixel ratio. * @platform android */ static getFontScale(): number { return Dimensions.get('window').fontScale || PixelRatio.get(); } /** * Converts a layout size (dp) to pixel size (px). * * Guaranteed to return an integer number. */ static getPixelSizeForLayoutSize(layoutSize: number): number { return Math.round(layoutSize * PixelRatio.get()); } /** * Rounds a layout size (dp) to the nearest layout size that corresponds to * an integer number of pixels. For example, on a device with a PixelRatio * of 3, `PixelRatio.roundToNearestPixel(8.4) = 8.33`, which corresponds to * exactly (8.33 * 3) = 25 pixels. */ static roundToNearestPixel(layoutSize: number): number { var ratio = PixelRatio.get(); return Math.round(layoutSize * ratio) / ratio; } // No-op for iOS, but used on the web. Should not be documented. static startDetecting() {} } module.exports = PixelRatio;