On Aug 19, 2007, at 00:44, Michael Beal wrote:
> All skin objects are positioned by hard-coded pixel-oriented  
> parameters.  In other words, if you want something to be shown at  
> 300 pixels from the left and 180 from the top, you set the X and Y  
> values to put it there.

[snip]

> I would find it much easier, and more elegant, to build skins
> by using percentages mainly because it allows me greater  
> flexibility in
> object placement.

1) As I understand it, the 'hard-coded' pixel values in skin files  
are scaled to the resolution specified in your freevo configuration.  
To exemplify, if your desktop resolution is 1600x1200 and your skin  
resolution is 800x600, the freevo skinning engine will simply double  
all pixel dimensions accordingly. I have confirmed this by example on  
my end, but I would love to see some developers confirm this on the  
engine side of things as well.

2) Specifying locations of objects in terms of percentages, given (1)  
above, provides exactly zero added flexibility in object placement,  
assuming that the freevo engine can handle subpixel values (fractions  
of a pixel), which I'm not sure about -- and even then, the only case  
where that'd help you is to provide pixel-accurate placement of items  
in an upscaled setting (which I would argue is overkill).

That having been said, I'm not opposed (nor in support of, at this  
point) the ability to specify dimensions in percentages as opposed to  
pixel values. This just makes it a little bit more difficult in my  
mind to specify dimensions for objects that are nested and bounded  
within other variable-length objects, but that's just an aside anyhow.

As usual, I welcome corrections wherever necessary.

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