matthiasm wrote:
> On May 1, 2007, at 1:30 AM, Greg Ercolano wrote:
>
>> There's probably some problems with this, eg. increasing the font
>> sizes won't make menubars, buttons, and input prompts thicker
>> to accommodate larger fonts. But in spite of that, it still might be
>> useful..?
>
> I have been thinking about this a lot ever since I got my new laptop.
> Fluid it not usable due to it micro-fonting in the editor windows.
Ya, I first noticed the problem on a modern notebook too.
Most of my customers are CG folks with big screens at work,
and not using notebooks, so it never was reported to me.
Only recently people are starting to bring in hires notebooks
to work, and are noticing the problem.
> On the other hand, if you ever tried to option-cmd-"+" on a new
> generation Mac, you can smoothly scale the whole screen content,
> which looks bearable. In this case, the window is rendered as always
> and then smoothly scaled when copied to the desktop. The overall
> appearance of the application remains the same, but all lines and
> fonts become fuzzy and washed out.
Firefox/linux makes good use of CTRL"+" and CTRL"-" for
zooming html content. It also has the min/max fontsize stuff
in the Preferences.
But then in HTML-land, tables and whatnot automatically resize
based on the text content, so it's built well for that.
FLTK wasn't really planned for that, so I could see where that
might not fly well, as changing a label's font size won't make
the widget larger to accommodate it, icons won't scale, etc.
> In conclusion, what I could imagine working would be an Application
> scale setting that is applied to all widget coordinates and font
> sizes, maybe even images, all "free-hand" drawings (excluding
> boxtypes), and all mouse coordinates (we would also need to scale
> screen sizes down..). That way, many applications would look decent
> (including Fluid).
Sounds cool, but sounds like a big project.
Maybe taking a smaller bite of just applying a scale to fonts
would be good for the short term. I did some tests loading my app
in fluid, and after selecting all widgets, interactively slewing
the font label sizes around in the Widget Properties to see how
much I can get away with, before the fonts started crashing
into each other.
I found I can bring the fonts up +3 or 4 points, which is enough
to make a difference for someone having trouble reading the text.
I can also make some small tweaks to my layouts to make that range
be larger by making buttons slightly larger.
I'm tempted to just hack a few globals into FLTK and apply them
to fl_font() and/or fl_draw() just to see what happens.
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