World: r3wp
[!REBOL3-OLD1]
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shadwolf 23-Sep-2009 [18045x6] | yes |
i tested even forcing rebol to use the tff file from windows XP and that produced the same sizing bug all the text motion turns around the idea you don't have much to care about each char size in pixel since it's always the same you do a size-text call on "MM" only when you change the font size (growing the text shrinking it) and that's all if we had to care about the rendering of each elements in the texts that woud be a real pain | |
we would have a draw/text call for with precise sizing for each and every char making the draw block cliped to our area-tc/effect/draw a gigantic size | |
hello word imagine it as text 0x0 "H" text 0x10 "e" text 0x15 "l" text 0x17 "l" text 0x19 "o" and each time you have to retreive the precise size (an hash table could be done with char => real_pix_size) but then you need anyway a good way to retrieve that size in formation being sure it's not a wrong information and size-text doesn't works well on char from unfixed fonts | |
and we are not even speaking of unicode OMG lol | |
man when i will have to deal with the sizing of chars in chinese/unicode my head is going to blow | |
Henrik 23-Sep-2009 [18051] | Indeed VID3.4 is far from done. You can probably use it for a few things, like getting a name from a user in a text field or submit a very simple form, but not much more than that. To reiterate the state of the UI: - No unicode yet in graphics (when Cyphre gets around to it). - Resizing acts like a drunken sailor. (Carl) - Skin is not published. (Me) - Style tagging is not implemented. (Carl) - Reasonable requesters are not yet implemented. (Carl or me) - Layers are not yet implemented. (Carl) - Guides are not yet implemented. (Carl) - Better font rendering. We are not taking advantage of what AGG can do. (Cyphre again) - Event system is from Gabriele's VID3. (Carl) - Many features are untested, like drag&drop. (Me, I guess) - Proper material management for skin. (Me). - Many styles are not implemented, especially lists (Me). - More elaborate animation engine (Carl or Me). - Form dialect (Carl talked about this). - More/better icon artwork (Me). Plus, Maxim has some ideas for DRAW, to greatly speed up rendering, but I don't know if they can be implemented. The overall design of the GUI engine is very good. Whenever a change or addition is made, you alter 3-5 lines of code in one place, and it works. I doubt the entire engine will be rewritten. You won't see GUI bug reports in Curecode for a while. There could easily be 2-300 reports, once we get to that point. My work regarding skins is rather big: I need to work out the basic styles first, so we have a reasonable way to build compound styles. These are being done using a very simple, but pixel accurate GUI using plain colored surfaces. This is easier for testing out, as draw blocks are small, but as Pekr likes to complain: They are not pretty to look at. Once the real skin goes into place, the draw blocks will grow a lot. I would love to see a low-level GOB management dialect, like Gabriele's MakeGOB. |
Pekr 23-Sep-2009 [18052x5] | Wow, seems like lot's of work, but maybe not. The nice thing is, that sometimes few lines of code might make big difference in the end .... |
I would like Cyphre to devote 5-10 days to core engine. E.g. transparent windows (not absolutly necessary for initial release, just an example) is just question of setting particular bit for API call, at least under Windows. I would like to see - Unicode, better fonts, cached gfx (we don't use bitmap caching yet), eventually switch to AGG compound rasterizer, some draw suggestions being implemented - so much for a low level ... | |
Shadwolf - you are too quick on your reactions, you pretty much remind me of .... myself :-) | |
Shad: I complained a lot about unview. It has to take some parameter. So Unview none, Unview my-win, Unview 'all .... but - what is a big deal? Just type help unview in console ;-) | |
Shad: as for text, you forgot we have got rich-text. Dunno if usefull for your purposes, but I just want to remind you of that ... http://www.rebol.net/wiki/Text http://www.rebol.net/wiki/Rich-text | |
shadwolf 23-Sep-2009 [18057x4] | font rendering not taking advantage of AGG i'm completly agree since anti aliased doesn't works properly but this should be the time on that particular area to see the font rendering area under a new line of real time text processing and their is alot of amazing things to be done . in the end my request is simple i want my users to choose their own font they like on any ot the main OS brands and get the same result everywhere (even on online editing for example imagine the rebol.org integrating viva-rebol thrue rebol3 webrowser plugin to allow the script sumiters and owner to share editing of a script with bunch of select people. That's the qualité we should aim for.) |
when you talk about layer that means interfaction a visual area with extern library rendered visual contents ? | |
like cliping a video or a opengl/direct 3D rendered area to a vid box. | |
Pekr can we still keep win32 15 years old kid as base for VID on windows plateform on a middle term (5 more years) won"t it be better to start right now to support winfx enhancement and use part of the hardware acceleration in rendering? | |
Henrik 23-Sep-2009 [18061] | Layers are just separate layers of gobs. That's all. |
shadwolf 23-Sep-2009 [18062x6] | i feel like this being focused on too many targets ( OSes where VID exists) make you loose from your sight what are the real interrest in coding on one particular OS among the others .. wanting to be too much generic and too few specific gives a bad image to your product (that's my own opinion) if you see port of other libraries like GTK+ or OPEngl they are ported to act the same way but they include to some very specific plateform related obtimisations and functionalities. this should then mean the guy that need a basic set of instruction to quick to interfaces GUI forms to a database then rebol crossplatform abilities will allow him to just don't care where his program runs. But in some high level area optimising is 90% of your task and it's a constently evolving task . If we want to bring rebol and VID to the Guru level to a solution that make people considere it serriously and not like another freak toy for freak kids then it's obvious that area have to be digged up and brought to rebol too |
rich-text is read only spécific rendering based on a specific markup language... since we are not talking about the same goal ( i want real time text edition (read and write) and the hability to create extend or change the rendering process to feet not only colorize text but any kind of tet rendering with high performances and simplicity of code writing. area-tc is just the first step in that process it's just a proff to show that VID and most largely rebol concept can bring to that area. But there is still alot of work to do and that's normal initially VID and draw were not designed to handle such duties and the tricks we had to use to achieve that goal in R2 only showed us the limitation of the existing. So what we do do we evolve to chase that area or do we just try to redo again a limited R2 version) | |
then i think ritch text is based on an old idea replaced by a more powerfull one.... based on area-tc way to work redoing the richt-text area to bring in it the write cncept is not impossible to be done. and what better way for a user to use a markup language not knowing you use it (MS word and all other advanced tet editing tools does that constently. from RTF to PDF) | |
and wysiwyg interfaces are the best ones for regular users | |
you have your wysiwyg tool you write your documentation you push a button to generate the documents and store it then you do a view [ doc load %./data/doc.mdp ] and that's all | |
you gained alot of time you absolutly don't care what is MDP liking like all you see is the document you created is rendered the properway exactly as you created it in your creation tool. | |
Maxim 23-Sep-2009 [18068] | rich text is the internal specification, all your tool has to do is create the rich text block based on your desired looks. rich text isn't meant as an output or an exported format. |
shadwolf 23-Sep-2009 [18069x2] | yes but that's still read only |
that's thinked to render help documentation in your own GUI software that's not thinked as a document writing tool. you have to use an external way to easyly create large formated documentation without having to keep in mind the over all markup language | |
Henrik 23-Sep-2009 [18071] | Shadwolf, no, rich text in R3 is also writable. there was a bug a while ago that would let you unintentionally edit parts of the DOC style. We are just missing parts for logical control of the cursoe between different styles in the text and text selection across styles. |
Maxim 23-Sep-2009 [18072] | that's true of any layout engine. if you look at pdf.. it actually doesnt include any text layout algorythms.. those must be built externally. all pdf does is display vectors where you tell it to. |
Henrik 23-Sep-2009 [18073] | When I showed it to Carl, he was surprised it worked. :-) |
shadwolf 23-Sep-2009 [18074] | maxim i already long time ago worked in the Markup document creation tools with ashley MDP-GUI and one of the limitation was that you could not create the markup data and the at same time see the rendered result at same time you had to use 2 separated boxes one for rendering the other for "scripting the document" |
Maxim 23-Sep-2009 [18075] | R2 doesn't have any rich text you can direct. which means you have to do all of the layout work manually. as long as we have sizing examination of rich text atoms, then we can tell it to position things like we want and measure the result in order to properly convert the data to other formats. |
shadwolf 23-Sep-2009 [18076x2] | yeah but anyway markup had another conversion stack wich would be better to be done directly to draw dialect. and i'm not sure the markup language doesn't imposible limitations that will not allow you to go out of the box. |
i read the scrip it speak to draw directly hading the conversionn to markup layer since it's not thought for that purpose will had a delay to the engine. I really need to speak directly to draw. that's all | |
Maxim 23-Sep-2009 [18078x4] | you must realize that the format of a document (encoding of the layout) isn't directly tied to its content. |
basically the rich text dialect looks alot like what you are doing manually... all its missing is better analysis of its rendering results, IMHO. | |
it will be much faster, since much of the heavy lifting is done in binary rather than interpreted code. | |
as long as you can detect what word is under the cursor at a given coordinate using specified scrolling, you could use the rich text directly. and then output to whatever format you want... as long as you can predermine how all the coordinates map in both systems. This last part is what just about every importing/exporting out there tries to get just right... but in the end, its never exact because coordinate systems are different, font rendering engines don't use the exact same algorythms, etc, etc, etc. | |
Henrik 23-Sep-2009 [18082] | in R3, all text is rich text, but you don't notice that, since it's only really taken advantage of in a few styles. |
Maxim 23-Sep-2009 [18083x2] | cool. |
something that was sorely missing in R2 , and isn't readily available in all GUI systems. :-) | |
shadwolf 23-Sep-2009 [18085x2] | maxim that's like if i was asking you to do 3D secenes in XML format because hey man i have thet vid xml-opengl rendering black box that will do the work for you but hey you don't have any control upon the rendering engine |
MD doesnt include images or complexe paragraph formating ... that's just a toy | |
Maxim 23-Sep-2009 [18087x3] | no its like saying I must convert any kind of 3D geometry to any rendering engine out there. Same if we want to export them... a model from maya has to be converted to another format if you want to use renderman. all of the scene management is independent of the 3D atoms being used. |
the rich text has all of the format and explicit position info... if you want to slide text in order to add an image inline... just do so. ;-) | |
as I said, we need to know the offsets... if you really want to use another layout engine, just wait for extensions to support image! and go crazy :-) | |
shadwolf 23-Sep-2009 [18090x4] | hum but in general you do your best to select the best 3D file format to go with your custom made 3D engine to get the best rendering real time speed and that best quality compromise. |
and that's exactly what an imposed Markup dialect forbids to you point. | |
more low level instruction to make y world easyer why not ? ... being tied by the neck and forbid from freedom no way ! | |
maxim with an imposed close format and an imposed close black box called "doc" what you gain in a hand you lost it on the other hand cause you still have to convert your raw data into the specifiq imposed markup language and if that markup language have limitations then you have find again new tricks to do what wasn't planned to be done... that's not like choosing your own format and then your own rendering line. That's why i said in my example we impose to you the use oof XML sheets to represent your 3D data (which is obviously far to be the most performant and the most suited to that use) and you are stuck to what the black box is able to do no way for you to directly have an impact on the rendering line. | |
Maxim 23-Sep-2009 [18094] | but there is no link between make doc and rich text. |
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