World: r3wp
[!REBOL3 GUI]
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Maxim 20-Jan-2010 [137] | though I haven't played around with the latest versions... and its been a very long time, so it could be that I tested it just before my vista install crapped out. |
shadwolf 20-Jan-2010 [138x5] | but the true thing is windows XP have 10 years now it's more than deprecated OS. If the font probleme on R2 cant't be solved ok i'm ready to wait other year to get a R3 draw/font relation working perfectly everywhere. The lessons of area-tc are: |
1) | |
1) it's possible | |
1) it's possible for AGG to deal text rendering evolved at a low level (perf are great on R2 and that's convincing) 2) Since draw wasn't made to handle such an extensive use of the draw/text instruction in R3 we have to make the AGG mode adapted to block of text handelling the first idea and the main boring thing to have to deal in AGG text rendering is the positioning of every block of text. We need a way to retrieve the position of a texte on screen. 3) to be better and faster AGG should be less verbose. I know that it's possible to save lot of space in the draw block | |
4) the font system should be able to used every where | |
Graham 20-Jan-2010 [143] | I think we just spend our effort on R3 |
Cyphre 21-Jan-2010 [144x2] | Shadwolf, re glyph engine in R2: The glyph manager is used inside DRAW dialect. But the internals were never exposed at the REBOL laguage level. Should I really explain why? I hope not. R3 text improvements: As I wrote week ago here to you on AltMe there are no limits for you to make it happen. You can already build your own font engine+dialect in C/C++ or whatever and use it as EXTENSION for prototyping your contributions. If I was able to protoype using R2 dll interface you have now even more possibilities. So where is the problem? |
Regarding the XP vs VIsta and 7 issue: I'm repeating it again. If you are able to see the bug, then please give us something more that screenshot or long confusing posts...trace log file with the differences in returned values or whatever, simple clear example proving that the error is really in carret handling native functions....That would really speed up possible bugfix or at least clarify the issue. Is it so hard to understand this? Hope my words doesn't look rude. I want to help you as much as I can...we seems to have just some disconnect here. | |
Robert 23-Jan-2010 [146x3] | As we still have the chance to make some changes to R3 GUI, I would like to get the opinion of the community for this idea: R3 is designed for development-in-the-large, this means modularity is key. IMO a GUI system where widgets just send messages and where I can register handlers for a widget-name/mesage combination would help a lot. Such a system could call several handlers in a chain, it could be re-configured at run-time, etc. Further I think a concept like a (virtual-) finite-state-machine can help a lot here. |
Maybe it's even possible to mix the current and simple "add action to widget" pattern with such a event based system. | |
I have used such an approach in one of our apps.For example I have three tables, that depending on the app state, show different columns and data. So, when app state switches this will trigger the change of the tables. And other example is changing the language just where you are. No need to re-enter the current GUI etc. There will be just a change-lang XY event send. | |
Graham 24-Jan-2010 [149] | Wasn't Max proposing a message passing gui in one of his various liquid thingies? |
Maxim 24-Jan-2010 [150x7] | liquid is a message passing engine, but its complex to use in guis as-is. it can be done (as I shown a few times) but requires a dialect or api over it to manage it. |
just to make it simpler to use in real world use. | |
the advantage is that its a generic engine... and can be used to link up any aspect of an app. not just its "actions" | |
for example, right now, in my pain application, if you replace the bg-image of the canvas, it refreshes the whole software on its own. the size of the canvas, the crop bars, image properties and input management offsets, etc, etc. | |
but in this app there is no dialect of api beyond the shape/graphic element management. | |
so its not readily obvious just how much goes on in the application without following the links in the code. | |
this app will be released this week. | |
Graham 24-Jan-2010 [157] | no pain no gain |
Pekr 24-Jan-2010 [158] | I think we just need to finish R3 GUI as Carl started it (VID 3.4). We might think about some by Max proposed enhancements to Draw, making GUI kernel more powefull, and let's see, where it leads us, before we start to think about another overhaul. Msg passing concept is surely interesting, but it imo creates another layer to implement, understand, to work with, so I am just not sure, unless I see the currently implemented solution does not allow us to easily work/extend the GUI. |
Maxim 24-Jan-2010 [159] | exactly what I think. keep it simple for now... once liquid is revamped for R3 we can see how I can make a module to add it so view 3.4, just like I did for view R2. |
Pekr 24-Jan-2010 [160x2] | by Draw enhancements above, I mean proposal by max, making it "first class citizen", so removing the overhead of draw dialect ... but that is for gurus to think about :-) |
see msg 8-Jan, 15:34 | |
Henrik 24-Jan-2010 [162x2] | Carl's original goal for the GUI was to make it so a child could use it. We should not deviate from that goal. That's part of what Rebrowse is meant to do. I don't want to risk a forking of the GUI work. |
I don't mind advanced features at all, but we must be careful not to make the GUI difficult to use from the outset or having to place the user into a specific mindset, when starting to learn it. | |
Maxim 24-Jan-2010 [164] | there is VID and there is View. we must not sacrifice the later for the former. |
Pekr 24-Jan-2010 [165] | exaclty. I think that VID3.4 is designed in a good way, let's first see, if the architecture provides us everything we need ... |
Maxim 24-Jan-2010 [166] | to me VID always very easy to use. making it pretty & dynamic ... well that's a bit (a lot ;-) more painfull. |
Henrik 24-Jan-2010 [167] | I think it's possible to make it strong for industrial strength applications, without making the usability a hindrance. I also wouldn't want to lose the ability to write a GUI in 2 minutes for your boss to use. |
Maxim 24-Jan-2010 [168x3] | We all agree on that, but I just want to raise the point that a lot of the short commings in view are based on some serious issues in VID. |
oops... hehe shortcommings in VID are based on those in View... heheh | |
view is already much more powerfull now, but I feel that the current design is like going half way. instead of having a totally open level 1 (gfx engine) on which level 2 (view) and level 3 (VID) is built, we have level 1.5 and level 3 and I mean within REBOL, not within C. | |
Henrik 24-Jan-2010 [171] | Most of VID's serious issues come down to event handling (solvable now) and incompleteness (also solvable, just a bunch of hard work) and missing features, like keyboard navigation (already solved that). The VID extension kit makes VID much more scalable, simply by finishing the work that Carl set out to do. It's easier to write large apps because styles are more uniform, and you have more powerful features and adherence to face accessors, rather than relying on face hacking. Building those features into V3.4 by default, and you have a killer UI system without sacrificing usability. |
Maxim 24-Jan-2010 [172x2] | glayout already implements 90% of what we want to build for VID 3.4, down to the dynamic layout engine, which is just about the same. |
themes are a 2 function addition, and localisation would be a single function to add. | |
Henrik 24-Jan-2010 [174] | It's important to lift the UI out of the domain of appearance and into the domain of meaning. When your UI intelligently finds the default window close button or the first field in a form automatically, and automatically assigns correct keyboard navigation shortcuts, because of the underlying architecture's emphasis on meaning, there's no need to write any code to handle that at all. It's just there. You build your styles to adhere to the meaning that was setup by the GUI system. In the VID extension kit, this is done through flags and powerful face handling features. You don't need to add any code for that in the dialect. |
Maxim 24-Jan-2010 [175x2] | but VID R2 has some very serious platform limits which we can bypass... which is nice to be able to have access to in the next implementation of R3 View which is outside the core dll. |
can=can't | |
Pekr 24-Jan-2010 [177] | Max - so what do you propose for the kernel, to not be 1.5 and 3, but 1, 2, 3? :-) |
Maxim 24-Jan-2010 [178x2] | :-P |
it could be 1, 1.5, and 3 also if people like how gobs are currently structured. :-) | |
Pekr 24-Jan-2010 [180] | so what comes into "1"? :-) |
Maxim 24-Jan-2010 [181] | gels = graphic elements |
Graham 24-Jan-2010 [182x4] | We already have message passing, and these messages are events. |
So, maybe we need to have the ability to define custom events and have custom event handlers. | |
I was never convinced by Max's liquid thingy as even as the author, he was not readily able to cook up anything other than the most simple of demos. | |
As for semantic meaning in styles ... I think that remains to be proven | |
Pekr 24-Jan-2010 [186] | Graham - IIRC, custom generated events were planned since the very beginning? But they are not probably implemented/enabled yet ..... |
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