On Sat, 2007-08-18 at 22:42 -0700, Michael Beal wrote:
> > 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.
Sorry Michael I think you are misunderstanding this point, the base skin 
resolution (normally 800x600) and the resolution in your freevo.conf file are 
used to work out the ratio between the skin and the actual screen.
These ratios are then applied to the values in the skin file, so you
could have a skin based on percentages simply by setting the base skin
resolution to 100x100.
 
> > 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.
Yes it does if your freevo.conf resolution and the skin resolution are 
different.

> > 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.
Are you talking about changing the freevo resolution on the fly? If so
freevo doesn't currently support that.

> > 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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