Ian,

thanks for your answer, maybe you could give me some more precise hints on 
howto solve the problem in a better and more elegant way.

I use the Fl_Scroll widget to scroll a resizable area. For the resizing I 
implemented some rudimentary zoom-in/out functionality which can make the whole 
area very big!

Could you provide me some sample code how you implemented this functionality 
(zoom + scrolling) using a virtual coordinating system?

Thanks,
Jens

> On 27 Dec 2007, at 22:35, Jens Grunert wrote:
>
> > I have very large widgets and my program did not work. After
> > changing x_,y_,w_,h_ in FL_Widget.H from short to in it works ok.
> > Is there any reason why x_,y_,w_,h_ are decleard as short in
> > Fl_Widget?
>
> They are shorts because the underlying graphics API's use shorts
> (although a few are moving to larger sizes now.) So rendering with a
> co-ordinate frame bigger than a short can give odd results, or give
> different results on different platforms.
>
> Fltk-2 uses a larger frame - int I think - (as do some of the
> fltk-1.1-utf8 patches.)
>
> However (and this is gong to sound harsh, sorry!) it may be better to
> think about *why* your frame has to be so large, and manage your own
> "virtual" co-ordinate system at your "full" resolution, then map your
> "extended virtual widget space" back into a small subset of actual
> widgets close to the visible screen space.
>
> That's what I did.
>
> Of course, that may be no use at all for your situation!
>
> Cheers,
> --
> Ian
>
>
>

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