World: r3wp
[View] discuss view related issues
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Nicolas 4-Aug-2010 [10087x2] | a letter on the screen. Should it be accessible as a gob? Having a size, offset, color, etc... |
It's probably a stupid idea, but I remember that gobs were intended to be used in the thousands on the screen for games and the like. | |
Henrik 4-Aug-2010 [10089] | that depends on what you need it for. in principle you can treat a single letter as a gob, by having one char in the text body. |
Nicolas 4-Aug-2010 [10090] | that's true |
Anton 4-Aug-2010 [10091x2] | You mean rendered text characters. |
I don't think it's a stupid idea. | |
Nicolas 4-Aug-2010 [10093] | Yes, but rendered text cannot be edited. |
Henrik 4-Aug-2010 [10094] | useful if you need chars flying around the screen, or special typography, but rich text should be otherwise able to handle most other cases. |
Anton 4-Aug-2010 [10095] | With supporting code, it can, of course it can. |
Nicolas 4-Aug-2010 [10096x2] | I've been told that it's really hard to create such code. |
I'm just thinking that if an application such as ms word is to be created then rendered text needs to be edited. | |
Anton 4-Aug-2010 [10098] | Well, it's not easy, of course, to make an editing system with all the features we've come to expect. |
Nicolas 4-Aug-2010 [10099] | Would a character per gob simplify things? |
Henrik 4-Aug-2010 [10100] | are we talking R2 now? |
Nicolas 4-Aug-2010 [10101] | r2 doesn't have gobs |
Henrik 4-Aug-2010 [10102x2] | in R3 that will be part of rich text. due to "bugs" in the rich text system, you can in fact already edit rich text in R3, you can just not yet move the caret between or select across multiple styles. |
only with a single gob, though. if you really need to edit across multiple gobs, I don't see why the gob text bodies can't be chained together somehow. | |
Nicolas 4-Aug-2010 [10104x3] | Selecting across multiple styles. That's the kicker, isn't it. |
In fact, I don't even know how selection works. Is it mezzanine? | |
It would be a draw block wouldn't it? | |
Anton 4-Aug-2010 [10107] | One char per gob: that is simple, but maybe you can increase rendering speed by creating one gob per section of text which has a consistent font-size and style etc. |
Henrik 4-Aug-2010 [10108] | text behavior is mezzanine |
Nicolas 4-Aug-2010 [10109] | Is it in ctx-text? |
Anton 4-Aug-2010 [10110] | It depends on how hard / possible it is to get individual character size & position information from gob text strings. |
Henrik 4-Aug-2010 [10111x2] | it's in the guie context. |
or maybe not... it's mentioned in the text-* files anyway. | |
Nicolas 4-Aug-2010 [10113] | the text-* files? |
Henrik 4-Aug-2010 [10114] | don't you have the R3 GUI source code? |
Nicolas 4-Aug-2010 [10115] | agg_truetype_text.cpp ?? |
Anton 4-Aug-2010 [10116] | .cpp files are obviously C++ files, not rebol mezzanine code. |
Henrik 4-Aug-2010 [10117] | rich text editing will probably not be handled at the AGG level. |
Graham 6-Aug-2010 [10118x7] | This is cute. |
I control-c'd a bit of rebol source from a web page ... which I wanted to edit before I pasted it into the console | |
Normally I would open up the rebol editor, and paste code into it, save it to a disk file and then run it. And wondering why I always need rebol [ ] in the header ... | |
It just occurred to me ... can i just do this editor clipboard:// | |
and yes, it works! I save the file after modification, close the editor, and then control-v to paste my code directly into the console ... no more intermediate files saved! | |
so saving writes the changes back to the clipboard:// device | |
of course, do clipboard:// also works without screwing up the console history | |
BrianH 7-Aug-2010 [10125x2] | With R3 you can do clipboard:// even if the code doesn't have a header :) |
But that editor clipboard:// trick is really cool. | |
Gregg 7-Aug-2010 [10127] | Indeed. I have clipboard shortcuts, but not that one. |
Anton 7-Aug-2010 [10128] | Yeah, works for me too on linux. Very good. |
Maxim 23-Aug-2010 [10129x4] | btw, I'm working on getting this kind of collision detection code working under REBOL :-) in fact, I also want to support rotated shapes, which makes it quite a bit more complex to handle generically, but I've done enough research on the subject to have a good feel on how to get it to work. I'm hashing out all the maths to do it, and will integrate this into my little game engine. |
http://www.metanetsoftware.com/technique/diagrams/tutA_demo.html | |
I'd also really like to get some easy to use Veronoy region code implemented for use in REBOL, they can be quite usefull to simplify very advanced search algorythms and graphics apps. | |
typo... not Veronoy... Veronoi | |
Anton 23-Aug-2010 [10133] | Voronoi |
Maxim 23-Aug-2010 [10134x3] | yeah... was late (early) for me |
I think I just found an interesting way to optimise AGG on R2 :-D I'm doing Animation tests with some complex vector & projection math (rotating/translating/projecting shapes using floating point math exclusively). using AGG and a non-standard manual management of the window, I'm acheiving 0% CPU at 30fps FULL SCREEN (1440x900) | |
on a crappy 1.5GHz core2 duo. | |
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