World: r3wp
[AGG] to discus new Rebol/View with AGG
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ICarii 31-May-2007 [984] | ive experimented with various values and don't have a clue - please enlighten me :) |
Geomol 31-May-2007 [985] | I guess, Cyphre is the one to ask. |
ICarii 31-May-2007 [986x2] | lol - i tried values from 40 - 100 - all the same result :) |
hmm.. well 60 - 100 for the outer ring, 40 - 70 for the inner ring | |
Geomol 31-May-2007 [988] | Maybe this give a clue? view layout [b: box 400x400 white effect [draw [shape [move 0x200 arc 90 200x400 false true]]] at 300x20 slider [b/effect/draw/shape/arc: to-integer value * 360 show b]] |
Gregg 31-May-2007 [989] | From Cyphre: Yes, the DRAW dialect has FILL-RULE keyword which should work the same as described in the svg documentation. And yes, we need to improve the documentation and maybe even change the arc syntax. Any feedback on this is welcome. BTW the ARC shape command should work according the http://www.w3.org/TR/SVG/paths.html#PathDataEllipticalArcCommands |
Anton 31-May-2007 [990] | I found ARC very difficult to use. The parameters are not very helpful. |
Cyphre 2-Jun-2007 [991] | Yes, the ARC shape command is a bit confusing....we need to improve the syntax or make at least clear docs on it. |
Pekr 2-Jun-2007 [992] | I would like our agg command structure to concentrate upon compatibility with SVG, if possible and if it would be benefical to us. E.g. I remember we could not produce compatible gradients ... |
ICarii 4-Jun-2007 [993x3] | is it possible to add viewport rendering into AGG? eg virtual boundary limits - this would save using additional gobs/faces and simplify things a lot |
eg: i might have an effect: [draw [viewport [any agg commands.. text etc....] .. viewport [...] viewport [ .. viewport []]]] | |
if viewport was to be done like shape - but contain the full AGG dialect we could do nesting. | |
Gabriele 4-Jun-2007 [996] | you mean for clipping on non-rectangular areas? |
ICarii 4-Jun-2007 [997x5] | no for clipping on retangular regions.. there is a command for that already and ive missed it havent I? ;) |
hahaha clip | |
i cant believe i missed that | |
*slaps self* | |
was too busy looking for region / viewport / zone.. | |
Pekr 4-Jun-2007 [1002] | what is the viewport? I do remember it from Amiga, but don't remember what it was about..... kind of separate gfx space/bitmap to draw on? |
ICarii 4-Jun-2007 [1003x6] | viewport was for virtual bounded regions of the drawing screen |
exactly what clip does now :) except clip doesnt set an origin | |
so I guess after all that I still do want a viewport ;P | |
altho i can be munged with a translate after teh clip i suppose | |
i/it | |
re clipping non rectangular that would be too expensive in processing terms. | |
Gabriele 4-Jun-2007 [1009] | i think AGG can probably handle non-rect clipping too. |
ICarii 4-Jun-2007 [1010] | it would be a nice effect |
Gabriele 4-Jun-2007 [1011] | however... what you need is done best by just using multiple gobs. feel free to use hundreds of them ;) |
ICarii 4-Jun-2007 [1012] | yeah - but im worried about event hit detection - or is it a pre-composited? |
Gabriele 4-Jun-2007 [1013x3] | events - how events are detected depends completely on you in R3 |
eg one face in micro vid has many gobs... and all the events for those gobs go to that face. | |
so you can have hundreds of gobs all sharing the same feel functions. | |
Pekr 4-Jun-2007 [1016] | hmm, how are events tied to gobs then? With face, we had 'feel for that ... |
Gabriele 4-Jun-2007 [1017x3] | or even have a single event function as event awake (you can do this in R2 too) |
petr: by mezz code :) | |
and, it's fast, don't worry :) | |
Pekr 4-Jun-2007 [1020] | mezz code? slow :-) |
Gabriele 4-Jun-2007 [1021] | no it isn't ;) |
Pekr 4-Jun-2007 [1022x2] | ah, you were faster, so actually it might be fast :-) |
well, if mezz code can be rebcoded :-) | |
Gabriele 4-Jun-2007 [1024x2] | basically... the event gives you the window gob and the offset in it. then there's a native that can map an offset inside the window to the gob it belongs too. so the mezz code just uses that, then maps the gob to the feel, eg via gob/data (user data field) |
so it's not much different from what R2 does, except that you have full control over it. | |
Pekr 4-Jun-2007 [1026] | well, how is feel tied to gob? Is it automatically done, according to gob offset, and even offset? What if there is many gobs under the event offset? Hierarchy applies? Can we have event-transparent gobs? |
Gabriele 4-Jun-2007 [1027x6] | if you had a game that was operated by keys only, for example, you would not need to do any of this, so it's even faster than R2 |
event > window + offset > gob at that offset > use gob/data to get to face object > face/feel/on-click etc. | |
since gob/data can be whatever... you can map any gob to any feel, gob b inside gob a may map to gob c which is elsewhere. | |
(map to same feel as gob c) | |
or you put an id in gob/data and then use that to do whatever you want | |
or you don't map the offset to the gob at all, but use a bitmap to map the offset to something else, like max does in elixir etc. | |
Pekr 4-Jun-2007 [1033] | gob being elsewhere - I remember one cool thing about QNX, back in 1998, when they were supposed to be new AmigaOS - their Photon environment allowed you to insert "face" (gob) across the network - two machines were linked via some nodes, so for the GUI it was transparent. Window received the event, and that event in fact was transfered to another PC's window ... was cool :-) |
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