r3wp [groups: 83 posts: 189283]
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World: r3wp

[View] discuss view related issues

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.
Brock
23-Aug-2010
[10137]
Sounds like a great achievement Max, keep up the great work and post 
some samples or animations or something so we can see your work.
Maxim
23-Aug-2010
[10138x4]
when the collision stuff is finished, later this evening, I'll prebol 
a little script for you guys to test and have fun with.  :-D
animated vector projection tests :


http://www.pointillistic.com/open-REBOL/moa/files/ptest-preboled.r
notice that it follows the mouse even when the window isn't even 
activated :-)
updated it (much more mesmerizing now ;-)  
-now supports shape dragging (while everything still animates).  
-shape also rotates more quickly 

-animation is capped to 50 fps, but may go as high as 200 fps on 
your system while dragging, if you change the refresh-rate in the 
script begining.
AdrianS
23-Aug-2010
[10142]
how fast does it go if you don't output the progress dots?