Rename Resolution to Mag (in UI and code where possible)
Detailed Description
In code and UI, we should switch to the term Mag everywhere for consistency reason. Quoting @fm3, there should be strategic tooltips which explain the concept.
Context
https://scm.slack.com/archives/C5AKLAV0B/p1695737597207699
@normanrz @hotzenklotz this is your chance to veto this if you think the term Mag is too obscure ;)
(Though i think at the terminology meeting that resulted in this document https://docs.webknossos.org/webknossos/terminology.html we also agreed on Mag)
I think it is more important to be consistent. So, yes for Mag.
I feel like more strategic tooltips might be tricky in some places of the UI.
- Annotation view: within the info tab on the right and in the status bar. Both already have a tooltip, where the rendered magnification per layer (and the available mags) are shown. Another tooltip seems too much to me, e.g. if its hovering above an info icon. Thus for these places I propose adding 1-2 sentences below that explain the concept. Linking the docs doesnt work there either, because once the pointer is moved, the tooltip closes.
- MagSlider to restrict mags (for annotation or volume layer): There the concept is already explained in the tooltip
Sounds good!
Should I also replace the occurences of the term "resolution" in the backend?
Backend is a bit tricky, since some of the names of class members are automatically serialized to and from json, which may break backwards compatibility. I can do the backend part (leaving out the spots where compatibility would break) and add it to your PR if that’s ok for you.
For now the first part in the frontend is done in PR #8111. But renaming local variables & the shader code still needs to be adjusted where possible.
Open TODOs
- Shader files
- local variables
Therefore, this issue shouldn't be closed with #8111 and re-scheduled.
But renaming local variables & the shader code still needs to be adjusted where possible.
done via #8168 :smiley:
Nice! Anything missing for this issue, then? Is the shader stuff still open? Otherwise, feel free to close this :)
no, vars in the shader code were also renamed :blush: