Longhorn icons


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I'm currently making nice, big icons for my game collection, and kinda started to wonder about Longhorn. Are there any finished LH icons yet? What's the maximum size for bitmaps? (128x128, or even larger?) What's the maximum overall size? (That you can set in Explorer...) What format will the icons be in? I've heard SVG, though that might be wrong... Any info at all would be highly appreciated, as I'd really like to try to make some LH icons. :D

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LH uses vector graphics, however I believe they are in some proprietary format, as Microsoft never really liked SVG. LH vector icon support isn't in the leaked/PDC builds. How come you want to make LH icons, LH won't be released for quite a while...

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I'm a sucker for new technology. Aren't we all? :D

Thing is, so far, I've only made the regular 16-32-48 icons, but I haven't really tried making vector icons yet, and it would be nice to actually make them for something. I mean, I haven't got Linux, and Macs are too damn expensive.

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lol... you wanna be ready for the big day, huh? well we will prolly find out more about Longhorn's Icons as the OS comes along towards the final... I guess you will have the info you need when it enters Beta stage...

/Raptor

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Yeah, I know... I'm a big-time sucker... :blush:

But, for the moment, I'd like to know at least one thing, if possible... As far as I know, icon scaling is possible in the PDC build. What's the maximum size an icon can be scaled to, in pixels? :p

(I know, I'm such a sucker...)

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My guess is that it will be possible to do that. I somehow find it difficult to believe it would.

Although something that worries me is the whole thing about 256x256x32 as maximum size... Ok, 128x128x32 is big too, but 256...? Takes up a whole lotta RAM if you're making a bitmap icon...

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perhaps, but you will only need one icon size now, instead of 16x16, 24x24, 32x32, 48x48, 64x64...

and I'd be less worried about icons eating up a few kilobytes of ram than the 300+MB combined that explorer and winfs gobble.

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y_notm, true, but the problem is that, well, a 128x128x32 doesn't take up too many KB's... But when it jumps up to 256x256x32, it suddenly becomes a whole lot space-demanding. I still feel worried... (^_^);;

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i thought Longhorn had plans of 256x256, and having some sort of new engine which improves the quality of the icon, even when it's resized to really big or really small.

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i thought Longhorn had plans of 256x256, and having some sort of new engine which improves the quality of the icon, even when it's resized to really big or really small.

You mean the "same" way how OS X handles it's icons?

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yes, vector based as in a svg vector graphic and the like. but i've it directly from a msdev in the winfx groups, that vector icons are only being discussed. the plans are 256x256 RGBA bitmaps currently, without vector support. that might change _maybe_.

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why wouldnt there be vector icons, if the whole rendering system including for graphics like the solitaire cards will be vector based. just wondering

who ever said the new presentation layer would be vector based?

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well, guess who then! hint: the same guys who actually write it.

but anyway, just because avalon is majorly vector, nothing keeps you from using bitmaps all over the place. apparently MS went with bitmap icons because it allows better graphics. and frankly, some 3d-raytraced glass icon thingy looks way better than a similar vector icon using gradients.

but yeah, i agree that they need to support vector icons afterall, even if they just render them once on load into 256x256 buffers.

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Windows Longhorn Build 4051 Review

Part Three: Longhorn Presentation Technologies

In previous Windows versions, a system library called Graphics Device Interface (GDI) was responsible for displaying all of elements of the graphical user interface (GDI), including windows, text, menus, icons, mouse cursors, and anything else you can think of, and interacted with video drivers and printer drives to provide output to the user. Windows 9x and Me utilized 16-bit and 32-bit GDI functionality, while NT-based Windows versions utilized a fully 32-bit GDI, but the concepts were the same: In all Windows versions, GDI supplied device-independent display capabilities that are based on raster graphics technology. Raster graphics, for the uninitiated, are bitmapped graphics, pixel-based arrays of bits with a direct relationship between the data and what's displayed onscreen.

 

 

In Longhorn, a new presentation layer code-named Avalon is responsible for the entire user experience, including the display of graphics. Unlike GDI, Avalon is vector-based. Vector-based graphics are essentially mathematical descriptions, and they can be scaled in ways that are impossible with bitmapped-based raster graphics. To understand the difference, consider a typical icon in Windows XP: When created correctly, there will be handmade 16-, 32-, and 64-pixel versions of the icon available so that when the user switches between the various (limited) icon display modes (list view, details, icons, tiles, and thumbnails/large icons) it looks decent, but when you try to scale above the sizes specified by the system, things get ugly quickly.

lh4051_icon_example.jpg

Figure: Small bitmmapped icons look horrible when stretched.

With vector graphics, this isn't an issue. Today, Mac OS X is the only mainstream operating system that offers a somewhat vector-based user interface, and the quality of this system's icons benefit as a result. As shown below, a well-designed Mac OS X icon can be scaled extensively and retain its high-quality look. Like their Windows counterparts, Mac OS X icons are technically bitmaps, but they're created at a resolution of 128 x 128 pixels, and resized dynamically with vector transformations. That means they will look fantastic at the various sizes one might use on today's displays. Longhorn will utilize a similar graphics technology, albeit a more powerful one, to display icons and other system graphics as vectors, not bitmaps. That means that Longhorn icons will look fantastic at virtually any size, on today's displays and on tomorrow's high-DPI displays.

lh4051_macosx_icon_example.jpg

Figure: Large bitmmapped icons look nice when resized dynamically with vector transformations.

More important, perhaps, moving to vector graphics will enable Microsoft to achieve true display scaling in Longhorn, enabling a far more malleable interface than is capable today. The implications are exciting, especially for users with visual impairments, as all graphics, including text, will be almost infinitely scalable with no loss in display quality. Furthermore, because Longhorn will automatically take advantage of a new generation of high DPI displays, it will enable richer graphics displays in the same display area than is possible with today's monitors. In such a system, it will be possible to scale, say, icons independently from the other onscreen elements, virtually an impossibility in today's Windows.

That said, the shell in Longhorn build 4051 doesn't expose any of the underlying vector technology that's already baked in, because Microsoft is still secretively working on the final Longhorn look and feel, code-named Aero. Instead, we're left with the "Slate" user interface, essentially an XP visual style that mimics the upcoming Aero look and feel but is bitmapped, not vector-based. There are hints of the vector display niceties to come--the slider-based Zoom control in Explorer windows (Figure), for example, but to see where Microsoft is going with its vector-based work, we currently need to write our own programs. In one example application I wrote, it's possible to see Longhorn's text scaling features at work, as you move a slider control to zoom the window's display area from 100 percent to 400 percent (Figure). Eventually, this capability will be available everywhere in the system. Expect to see Aero debut in Beta 2, due in early 2005.

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