9 Oct 23:21
widget size independant to screen resolution
Dimitrios Apostolou <jimis <at> gmx.net>
2004-10-09 21:21:36 GMT
2004-10-09 21:21:36 GMT
Hello list, sorry to break radio silence(Continue reading), 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 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
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