In MacOS and make any size and yes it’s not rasterized and sucks if it’s too big. That’s not the issue. No matter what size I make on the Mac, it’s tiny on windows and Linux and moved over to the left from where I placed it.
The Progress Wheel sucks and has never being usable (at least on windows)
Fixing? you should know xojos policy by now, even if it sucks and it is not working, they are not going to fix it unless there is a Feedback case with LOTS of votes
Dont waste your time and put a little of extra code there. It is just a couple of pictures animated with a timer in a canvas.
I was updating Sam about the new behavior where macOS ProgressWheel can now be any size. As he had noted, the control didn’t always behave this way. My post is to update those who weren’t aware this change had occurred.
I was actually happy to find a few months ago that I could make a ludicrously large progress wheel, (it looked great in my app) but then I was bummed to find it didn’t work in Windows, oh well.
There are still slight differences between both methods, IIRC. For example, if your app hangs, I believe the native wheel will continue to spin (while, obviously, your with a timer won’t). Possibly just details, but already start to feel “non native”.
In Window and linux (as the OP is asking) xojo uses a custom canvas with a custom “non native” animation anyway…
The only change is that he can make a bigger control, on current display resolutions it is just ridiculous to have an UI element limited to 16x16 pixels