World: r3wp
[!REBOL3-OLD1]
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Gabriele 15-Oct-2008 [7384] | robert, if i understood correctly, area-size is the size of the area you can draw into, size is the size of the whole face. in the examples, area-size: size - 2x2 (or something like that) |
Henrik 15-Oct-2008 [7385] | http://rebol.hmkdesign.dk/files/r3/gui/001.mov Framerate is about half of what it really is. |
Graham 15-Oct-2008 [7386x3] | nice ... |
like Ashley's tour.r | |
but with animation ( sliding faces ) | |
Pekr 15-Oct-2008 [7389x2] | Carl is TV guy, he likes colorful designs :-) Buttons with shadowed text are not pretty :-) |
In GUI_Basics chapter, in Opinion survey example, there is 'group used without explicitly stating number of columns. How does such group know, how to layout its elements? Is it simply laying all elements in one row by default? | |
Henrik 15-Oct-2008 [7391] | Yes, one row. |
Pekr 15-Oct-2008 [7392x2] | What is: panel 80.200.180.80? Color with alpha? |
Is there english word "pastel"? That is how current skin should be called :-) | |
Henrik 15-Oct-2008 [7394] | yes, alpha |
Pekr 15-Oct-2008 [7395x2] | uh, pity it can't be solved some other easy way. I don't like implicit arguments, as from stylize source code nothing implies, that there is any such variable available: on-resize: [ ; arg is the size face/gob/size: arg |
Isn't there a typo? faced: [ bar-color: teal bar-size: 1x1 ; modified by the progress % value bar-fill: ; generated from bar-color option ] What is going bar-fill to be set to? It is last element of the block, and if you do object from it, it should have some value to be set to, no? | |
Henrik 15-Oct-2008 [7397] | it's not a typo, but I don't know yet how that works. |
Graham 15-Oct-2008 [7398] | the implicit argument? |
Pekr 15-Oct-2008 [7399] | Graham - what are you asking? |
Graham 15-Oct-2008 [7400] | nothing |
Gregg 15-Oct-2008 [7401x3] | I wouldn't use pastel to describe the color scheme. |
Artifacts is correct American spelling, though maybe no English. :-) | |
*not* English. | |
Gabriele 16-Oct-2008 [7404] | Petr, from what I see group seems to work just like in VID3. Layout as row if no columns are specified. |
Henrik 16-Oct-2008 [7405] | Status: Fixing more bugs and I'm starting to work on the real skin. So far, skinning is quite simple but not unlike VID3. It shares some of the same possiblities although there are certain restrictions in place to simplify and make it easier to understand. Unlike VID3, gobs are prearranged, so there is a single DRAW gob and a text gob on top of it and during skinning, I'm not even aware of the presence of gobs. If the skin does not work, the face is invisible. I've been told to hold back on using VID until Carl has tried building some apps and dialogs with it to eliminate usage problems. Pictures are trickling in on the aforementioned URL once in a while. :-) |
Pekr 16-Oct-2008 [7406] | prearranged gobs and plumbing of text gob over draw gob instead of real free multi-gob design does not sound good to me ... |
Graham 16-Oct-2008 [7407] | So, you're calling it VID?? |
Henrik 16-Oct-2008 [7408x2] | Graham, oops, I guess. :-) |
http://rebol.hmkdesign.dk/files/r3/gui/index.rsp Easier access to images. | |
Pekr 16-Oct-2008 [7410x2] | http://www.rebol.net/r3blogs/0151.html-GUI: Colored buttons - Attributes vs Styles |
Henrik - as I can see you are playing with buttons and its possible design - here's some comparisons from the time of View 1.3 project - http://www.xidys.com/rebol-screenshots/btn-comparison.jpg I liked version of buttons from Chris, as it was kind of mild, not so much pastel .... just for inspiration, as I bet you have your own ideas :-) | |
Graham 16-Oct-2008 [7412] | the old windows style was to include an icon in the button as well. |
Henrik 17-Oct-2008 [7413x2] | So far the fonts are incorrect, I but am working on how to change the shadow type to something more appealing. |
Figured it out. :-) | |
Pekr 17-Oct-2008 [7415] | So how is text being implemented? Is it separate style, or harwired, by layering text gob upon draw gob? |
Henrik 17-Oct-2008 [7416x3] | That I still don't know, but I'll show you a fontize example. Fontize is like stylize, only for fonts. |
fontize [ base: [ font: [ color: black size: 12 name: "Arial" ] anti-alias: off ] centered: base [ para: [ margin: 0x0 origin: 0x0 align: 'center valign: 'middle ] ] button: centered [ font: [ color: black style: 'bold size: 14 shadow: [0x1 255.255.255.100] ; black shadow here. should be transparent and bright. ] para: [ wrap?: false ] anti-alias: on ] ] | |
ignore the comment. forgot to remove it last night. | |
Pekr 17-Oct-2008 [7419] | fontize? oh my god :-) why something like that is needed? Couldn't it be just stylize? |
Henrik 17-Oct-2008 [7420x2] | Fontize is quite a nice way to separate asset information for the skin away from the skin itself. This way you know where all font styles are. Besides, fonts in R3 are more complex than in R2 as there are more options. |
It has not been decided yet, but I wouldn't be surprised if bitmaps, complex vector graphics and gradients are going to be handled the same way. | |
Pekr 17-Oct-2008 [7422x6] | stylize kind of sound natural to me english-wise, but maybe I am just used to it. Fontize breaks my ears :-) What is next - drawize, effectize? In such case I am maybe more inclined to make-style, make-font kind of naming. |
interesting that for fontize, we can see centered: base [], whereas new styles are not created with base, e.g. circle example. I already reported it to Carl, that it is not obvious, where does area-size come from, as stylize block does not suggest that circle is being derived from some base style in the background ... | |
Henrik - as I think about it, you might be right. Maybe we would like to combine fonts, drawings, effect as more complex styles, independently ... | |
Henrik - I would like to ask about your default skin plan, as you seem to be the one, who is gonna make it for us? Have you noticed Carl likes iPhone kind of interface? Will your skin effort be going that way? Some Flash components on the web follow that pattern too. I also noticed, that apps like Adobe LightRoom and now even Bibble Pro go similar route too .... grey, but colorful ... | |
example - http://bibblelabs.com/products/bibble5/ | |
I would like to know, what ppl in general here find as being a nice, but still practically useable skin .... | |
Henrik 17-Oct-2008 [7428] | I make most of my decisions from how physical buttons, knobs and materials appear, how light affects them and try to approximate that. I don't have a plan for the finished look as I prefer to make things up as I go along and look at the whole thing when it's done to see if some parts don't fit together. Then I change the remaining parts until they fit together. But the point is not to approach it as a physical device as a whole, like this: http://www.synthtopia.com/content/wp-content/uploads/2008/02/nusofting-drum-machine.jpg It's only to help discern between different types of widgets in an interesting and recognizable way. Since the beginning of MacOSX, I've looked at their UI and wondered what materials it would take to build their user interfaces, if it could be physical. There seems to have been careful thought about physical appearance or they actually built a real physical model of the user interface as a starting point. I think that's one part of what makes it interesting and attractive to look at. Before OSX, UIs were largely either like the drum machine or they were mostly cartoony symbolic abstracts of real life elements, like AmigaOS, Windows or early MacOS. The original VID fits under that category too. With the VID3.4 skin, I wouldn't mind if a button reminds you of the button on the photocopier or on the dashboard of your car in a realistic way, without being impractical. |
Pekr 17-Oct-2008 [7429] | not sure if we necessarily need to look at user interface that way (comparing to real life interfaces), but interesting pov anyway. Real-life does not necessarily mean attractive and cool, eye catching. E.g. latest AmigaOS 4 is plain ugly and not pleasant ... |
Henrik 17-Oct-2008 [7430] | Real-life does not necessarily mean attractive and cool, eye catching. E.g. latest AmigaOS 4 is plain ugly and not pleasant ... Well, it is exactly opposite of what I meant. :-) OS4 is a cartoony user interface. I don't know where they started from when they designed it. |
Pekr 17-Oct-2008 [7431] | Henrik - when thinking more about 'fontize ... if also 'draw or other aspects are going be done this way, aren't we talking about 'frame concept Carl later removed? While I wonder about usability of such reusable text styles (are they really reusable across the styles?), I currently don't understand, how, without frames concept, Carl solves different states? Imagine button being - enabled, disabled, focused, not focused, over, stuff-being dragged over button, etc. How is one draw block supposed to distinguis it? |
Reichart 17-Oct-2008 [7432] | There were really no artists on the Amiga team originally (or later for that matter). The UI was designed by simply doing the least possible, and using "code" to make art. |
Pekr 17-Oct-2008 [7433] | Reichart - but users jumped in and provided UI with some nicer looks (e.g. Magic WB). By nowadays standards, Amiga OS was, well, ugly, but do you remember Windows 3.1? :-) If VID3.4 is skinnable, users can come with different skins too ... (although not sure it will happen - excpet Henrik and Chris we currently don't have artist amongst REBOL users ... at least I do not know of anybody suitable for the job) |
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