Re: widget size independant to screen resolution
xhook <[email protected]> Tue, 19 Oct 2004 10:36:04 +0300 (EEST)
| Newsgroups | gmane.comp.graphics.y.devel |
|---|---|
| Message-ID | <[email protected]> |
The only problem with that is that there must be an anti-aliasing for everything that exists on the screen. Also there must be some kind of smart filtering for images (there is a cool algorithm with the same name. I've seen the descrption for that in russian (somewhere on www.gamedev.ru). But i don't know if there is in english.) BTW, where must this feature be located? I think somewhere in themes implementation, so not every theme can support it. For example themes with raster widgets can't fully support it. Best whishes, Dmitry. > Screen resolution is *not* meant to change the size of your desktop. > Screen resolution is intended to increase quality as resolution gets > higher. This means that widgets should be drawn the same size no > matter what resolution your in. This fits in nicely with your slider > idea (which I also thought of when working on my own graphics > project). > > By doing this, you need to stop applications from specifying sizes in > pixels. Pixels are low-level units and should never be needed by > standard applications. You could however specify a 'virtual pixel' > unit which splits the screen into 640x480 units (no matter what > resolution). Such a mapping would allow people to have the familiarity > of pixels and still support resolution independence. > > In the past (and present) people thought that since people with larger > screens can have larger resolutions, the widgets end up being the same > size. This is ignorant, as most monitors support at least two > different resolutions. > > I think all modern toolkits should have unit measurement built in. > That is to say that the programmer can input measurements in many > different units. These units are automatically converted to pixels. > Because the underlying system performs the translation, you can > support not only static PPIs for each resolution (pixels per inch o' > course) but you can also gather such PPI information from the hardware > if it makes it available. This would allow a windowing system to > display an inch as exactly an inch. > > > On Sun, 10 Oct 2004 10:21:14 -0300, Jacob O'Reilly <[email protected]> wrote: > > Sounds much like the scaling in .NET's Windows Forms. Your widgets grow > > proportionately to the Windows font size setting (e.g. Large Fonts or > > arbitrary user preference.) Works especially well when you use the layout > > mechnisms like anchoring and docking. > > > > > > > > ----- Original Message ----- > > From: "Matthew A. Nicholson" <[email protected]> > > To: "Dimitrios Apostolou" <[email protected]> > > Cc: <[email protected]> > > Sent: Sunday, October 10, 2004 4:41 AM > > Subject: Re: [Y-devel] widget size independant to screen resolution > > > > >I like this idea very much. Of course it still may be necessary to specify > > >a more fixed size or over ride this type of positioning/sizing. > > > > > > Dimitrios Apostolou wrote: > > >> Hello list, > > >> > > >> sorry to break radio silence :-), I hope Y wakes up some time soon. > > >> > > >> The reason I'm writing is to express my desire for all graphical > > >> environments. Unfortunately this feature is not fully implemented > > >> anywhere (to my knowledge) but I'd love to see it in the window server of > > >> the future ;-). > > >> > > >> In a few words what I want is that widget size should be independant to > > >> screen resolution. > > >> Actually, by saying widget I mean everything drawn on screen: menus, > > >> buttons, toolbars, tasbar, window margins, borders, title bars e.t.c., > > >> even common text. > > >> And by saying independant to screen resolution I certainly don't > > >> expect everything to have the same size in every screen at every > > >> resolution. What I consider fairly easy is drawing everything like now, > > >> with default size, but giving the user an option using a slider to change > > >> the "widget size". When changing this variable everything mentioned > > >> before should change size alltogether. > > >> > > >> As for the implementation, the general idea is to multiply the dimensions > > >> of everything drawn on screen (e.g. font size) with a float variable, > > >> initially set to 1 and changed with the previous slider. There is a > > >> problem with the graphics inside widgets, but can be solved either using > > >> exlusively scalable graphics, or bitmaps properly resized. > > >> > > >> The usefulness is obvious to whoever hates giantic widgets (desktops like > > >> kindergarden :-) ) and is stuck with a low-res TFT. > > >> > > >> > > >> I see this as an opportunity to creative discussion so please comment on > > >> my idea while waiting the new Y to erupt... > > >> > > >> Thank you, > > >> Dimitris > > >> > > >> > > > > > > > > > -- > > > Matthew A. Nicholson > > > Matt-land.com > > > > > > > > > > > > ----------------------------------------- ITV - Sinu lemmiksaated internetis! http://www.itv.ee