Re: widget size independant to screen resolution
Paul Bonser <[email protected]> Tue, 19 Oct 2004 00:54:10 -0700
| Newsgroups | gmane.comp.graphics.y.devel |
|---|---|
| Message-ID | <[email protected]> |
I would imagine that this would be implemented in a theme engine (since at the root of the Y server, everything will still be pixels, as that is what it is actually drawing in, obviously). The great thing about Y is that this should be totally transparent to any client application, it can just assume that the units it is being told are pixels, and the widget system will take care of the rest for it. There might be some setbacks in the actual implementation of such a system, but that's what discussion is for, right? -Paul Bonser On Tue, 19 Oct 2004 10:36:04 +0300 (EEST), xhook <[email protected]> wrote: > 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 > > -- "C++ also supports the notion of *friends*: cooperative classes that are permitted to see each other's private parts." - Grady Booch