--- Dirk Meyer <[EMAIL PROTECTED]> escreveu: > Gustavo Sverzut Barbieri
wrote:
> > I'm totally agains auto-scale things and IMHO Pygame scaling sucks
> :)
> 
> What do you mean with Pygame scaling sucks? You mean image scaling?
> We
> could skip to use PIL for scaling, maybe it looks better.

yes, I meant image scaling... As I use freevo on a 1024x768 LCD
monitor, I see all the wrong things 


> 
> > It's not too difficult to adapt the skin (manually) to use the idle
> > bar... we could do like this: You release the skins without the
> idle
> > bar and later we (I/you/dischi/rob/someone) convert it to the
> idlebar
> > format... Then we make a poll asking users what one they prefer/use
> > more. From the poll results we define if it's better to release the
> > version with or the version without the idlebar (but we try to
> release
> > the other version as soon as possible).
> >
> > Also, we should do that with our self-scalable skins (800x600,
> 640x480,
> > ...) when we make a new release we should create independently skin
> > files and ICONS and BACKGROUND IMAGES... so when you decide to
> > customize your 640x480 skin (and you're a poor user) you don't have
> to
> > go through all the skin/xml/type1/*.fxd files to find how to change
> the
> > font color :)
> 
> I disagree. We also need to support 720x576 for DXR3 PAL and 720x4xx
> for NTCS. Maybe there is a (rich) user outside with a beamer and he
> wants 1024x768. I don't want to make any skin change for every
> resolution. Maybe the skin inherit stuff is too complicated, maybe
> one
> basic skin is the way to go, the user only has to grep the ksin file
> he uses and this basic skin to find the changes.

Ok, it's a way to do things... however I will still vote for one skin
file (no inherits) to each resolution... Come on, we'll have to do that
only when we make a release...

And it's OS anyway, so when we're about to make a release I'll try to
port every skin to individual files :)

But please note: I'm not against freevo scaling at all, since its very
useful for testing! 


> > It's easy for us (developers) but it is stupid, because Freevo
> needs to
> > recalculate everything everytime
> 
> Only on startup. When Freevo starts, he recalculates the geometry
> values in the 800x600 skin to fit the current resolution. At runtime,
> there is no scaling at all. So no stupid pygame scaling.

As you said, at every startup we need to recalc :)


> For the idle bar I was thinking about: if idlebar, then set skin
> width
> to with - some-value. ONLY at startup! All other values will be
> transformed to the new geometry. 

Ok, but and about the internals? I mean, every y0 pos will be
subtracted idlebar_height? You may get strange results...

Anyway, I like the idea to have an easy way to test freevo. But for
releaseses, I prefer the one file per resolution...


> 
> >> I also would like to remove the hardcoded x positions of the
> idlebar
> >> plugins. Each plugin should get x where to draw and returns the
> width
> >> it used. Based on the plugin level, this should look much better
> >> (except the clock, it is always on the right site). BTW, how to
> set
> >> idle bar fonts and colors? In the skin or as plugin parameter?
> >
> > IMHO, as parameter.
> > Also, we could define if the idlebar is vertical or horizontal. 
> 
> Agreed! Maybe left/right/top/bottom.

yes..


> 
> > And to choose the position we could define that positive numbers
> are
> > left->right or top->bottom, negative ones are right->left (ie,
> clock)
> > and bottom->up.
> 
> I don't know how to do that right now, but I will think about
> it. Right now, we have a (sorted) list of plugins for the idlebar, no
> way to define for each plugin on what position it wants. Maybe again,
> a paramter for the plugin (left or right).
> 

couldn't we have one (or two) argument more to idlebar plugins? So we
could use the negative/positive number or a pair (#position,
[top|bottom|left|right])




Gustavo


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