> 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. 

No, not when started with the "-fs" option.  When the fullscreen option
is specified from the command line, an X server is spawned at the given
resolution specified in your freevo.conf.  You monitor handles the
scaling, or more correctly the stretching, of the pixels to fill the
space.

> 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.

Again, no.  Freevo does no scaling at all.  X can resize the display
resolution on the fly without requiring a restart.  You would know this
if you had a widescreen format monitor and ran freevo, manually
switching from full screen to windowed display while maintaining the
freevo.conf resolution at 800x600.

> 2) Specifying locations of objects in terms of percentages, given (1)
> above, provides exactly zero added flexibility in object placement,

Wrong!  It allows the skin to adapt to varying screen sizes on the fly,
just like X does.

> 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).

Ever heard of "rounding" and "integers"???  That's why we would use a
little algebra to come up with explicit integers to define proper
placement from a percentage of screen, adjusted by the aspect ratio of
the predefined screen geometry.
 
> 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.

I'll work out the math.  I just need someone who is willing to code it
into the module and send it back to me for testing.  If I could come up
with an accurate, self-adapting representative number for all channel
volumes in a 5.1 Surround Sound volume control, there _must_ be a way
to do this.  It's just going to take some time to figure out.

So far, the formula will require a self-adapting, sliding scale where
distances at the right edge and bottom of the screen will require a
larger value to calculate the proper aspect ratio compensation.  So
far, so good.  Now just to work out the calculations for the sliding
scale and I'll have it.

>
> As usual, I welcome corrections wherever necessary.
>

Correct me if I'm wrong but, so far, it's really looking like you're
just out to poo-poo the whole idea without really understanding the
whole of the problem.


       
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