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
> > >
> > >
> > 
> >
> 
> 

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