[squeak-dev] morph selector x: x and y: y

Nicolai Hess nicolaihess at gmail.com
Wed Mar 6 08:00:28 UTC 2013


2013/3/5 Bert Freudenberg <bert at freudenbergs.de>

> On 2013-03-05, at 08:46, Nicolai Hess <nicolaihess at gmail.com> wrote:
>
> > Hi,
> >
> > someone knows why Morphs selector x x: and y y: are implemented
> differently?
>
> Yes.
>
> > Morph y and y: testing wether self world is nil whereas x and x: doesn't.
>
> That's because the y coordinate does not need to be flipped.
>
> As Marcel wrote, these should be moved to the Etoys package.
>
> > Btw. what is the preferred way to position morphs relative
> > to the bounds of its owner. It seems morph positions are always
> > absolute coordinates.
>
> The preferred way would be to use a layout.
>
> A common way for absolute positioning is to add the children while the
> parent is still at 0 at 0.
>
> Or, just embrace global coords:
>
>         child center: parent center.
>
> (similar for other setters like #topLeft etc)
>
> - Bert -
>
>
>

Ah ok,
that means etoys uses x/y coordinates with origin at lower left screen
corner
and morphs top/left are coordinates with origin at upper left screen corner.
Thank you.

Nicolai
-------------- next part --------------
An HTML attachment was scrubbed...
URL: http://lists.squeakfoundation.org/pipermail/squeak-dev/attachments/20130306/1be7a206/attachment.htm


More information about the Squeak-dev mailing list