[Cuis] Display units and UI widgets in Morphic 3

Phil (list) pbpublist at gmail.com
Wed Jul 1 21:02:43 CDT 2015


On Wed, 2015-07-01 at 21:51 -0300, Juan Vuletich wrote:
> Hi Phil,
> 
> On 6/30/2015 10:27 PM, Phil (list) wrote:
> > Juan,
> >
> > I vaguely recall previously having a discussion somewhere about unit
> > scaling / high dpi but can't seem to find the thread.  Anyways, this
> > question is specific to Morphic 3: from a UI creation standpoint is
> > Morphic 3 still going to use pixel-based units or will some other unit
> > of measure be used? i.e. if you design a UI and have say a 32x32
> > button, is that going to need to be scaled up (understanding that this
> > will be trivial for Morphic 3 to do) for high-dpi displays?  Is this
> > even a Morphic concern or will it be up to Cuis as an environment to
> > have a preference for display scaling?
> 
> In Morphic 3 you can use any unit you want for your Morphs. It is 
> perfectly reasonable to use pixels, at your preferred zoom level and 
> DPI. You can also use domain specific units.
> 
> The user is able to scale the World or any particular Morph to suit his 
> needs or taste, much like you do in Google Maps, in Satellite mode.
> 

Excellent... that's what I was hoping for.

> > Related to this is the question of how much do you anticipate
> > higher-level UI code needing to be reworked for Morphic 3? One
> > of the many projects I've been playing around with giving things a bit
> > of a face-lift (i.e. a logging framework that can handle non-textual
> > data, grid and multi-element list pluggable morphs, visualization
> > widgets, etc... sort of along the lines of what is being done in Pharo
> > with the playground stuff) and am just wondering how far I should go
> > with this work before seeing what's involved in migrating to Morphic 3?
> 
> In principle, there is no code rework needed. The local coordinates, 
> locations, etc. are the standard in Cuis since a few years ago.
> 
> The difference is that Morphic 3 will make some new things possible, and 
> others will be simpler. It will also give the user a better control on 
> how to use the UI.
> 

Better and better!

> > (I did take a quick peek at the Morphic 3 package but didn't find
> > answers as it looks like you're still working out the lower level
> > details)
> >
> > Thanks,
> > Phil
> 
> Well, but that experimental code already can draw essentially any Cuis 
> morphic World. It is just some lower level details what is missing to 
> make it the main graphics engine for Cuis.
> 

Hmm... then I need to take another look.  I probably wasn't loading
and/or initializing things correctly.

> Cheers,
> Juan Vuletich






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