[racket] Does Racket GUI scale?
Doug,
Interesting suggestion, thanks!
A screen can easily contain ~ 50x30 cells, which is too many
if I want to have cells as text controls. So I think I will resort to
a big canvas instead of a table of cells. But I think I will use
the approach that you proposed for row/column controls (buttons).
Regards,
Dmitry
On Thu, Jul 10, 2014 at 11:15 PM, Doug Williams
<m.douglas.williams at gmail.com> wrote:
> Another alternative might be to make a visible grid of cells (using
> table-panel, for example) and rather than scrolling the canvas they are on,
> use the scroll bars to change what data is displayed in those cells. That
> is, have the visible grid of cells be a window into the (potential much
> larger) grid of cell contents.
>
> Doug
>
>
> On Wed, Jul 9, 2014 at 7:24 PM, Greg Hendershott <greghendershott at gmail.com>
> wrote:
>>
>> > Also I saw a lot of scrollable things in Windows who were
>> > longer than 32768 pixels (take big Excel tables, for example).
>> > Maybe they are implemented in a different way.
>>
>> I don't think that a big-grid GUI application like Excel will use
>> controls for very much in its main window. Generally it is managing
>> all that itself.
>>
>> It might use a _few_ plain windows, such as one for the column names
>> on top, another for the row names on the left, and then a big one for
>> the main grid client area. Just to make it easier to clip output.
>>
>> If the user clicks in a button-like area, it will handle that itself.
>> e.g. If you click somewhere in the column header, it will calculate
>> which column, and draw that column as selected.
>>
>> If the user clicks in a region it calculates to be a cell, it _might_
>> create a text-edit control there for in-place editing -- but just
>> temporarily, and destroy it when editing finishes.
>>
>> All the logic for scrolling... managed itself.
>>
>> At least, that's how I did Windows GUI stuff like this, 15+ years ago.
>> Usings hundreds or thousands of windows/controls was just too much
>> overhead to get desirable speed and space. Although the overhead might
>> be less, now, I imagine if you want a really crisp UI it's probably
>> much the same story.
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>
>