World: r3wp
[!REBOL3 GUI]
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AdrianS 7-Jun-2010 [1571] | As for embedding REBOL into WebKit, where would that get us? It's not as if other browsers based on WebKit would pick up these changes even if we were to submit them to the project. |
BrianH 7-Jun-2010 [1572] | No, I mean there on users' computers already, in their existing web browsers, not in *any* standalone program. Webkit embedded in R3 would be viewed as a standalone program. R3 embedded in Webkit would be viewed as a plugin to a program they already have. |
AdrianS 7-Jun-2010 [1573x4] | doing REBOL through native client is a different thing though - that's worthwhile |
WebKit hostted in R# would just be viewed as an additional lib that's part of a customized distribution | |
sorry, r# | |
jeez, you know what I mean :-) | |
BrianH 7-Jun-2010 [1577] | Don't worry, I wasn't thinking of embedding R3 through anything other than browser plugin APIs, or Native Client. There's no point to trying to submit it into a particular browser unless it also exists as a plugin for other browsers. |
Maxim 7-Jun-2010 [1578] | sorry but using webkit within REBOL is very usefull. we can use HTML content within our own tools. |
AdrianS 7-Jun-2010 [1579x2] | hope to have a very rudimentary extension soon |
least for Windows | |
BrianH 7-Jun-2010 [1581] | Maxim, I don't doubt that it using Webkit in R3 would be useful. But it would be useful for other reasons than providing a GUI for R3 (the topic of this group) - more for displaying the GUIs of other code within R3, other code (un?)fortunate enough to have been written in HTML/CSS/JS. |
Maxim 7-Jun-2010 [1582x2] | that's what I mean... but it also means that we could build nice web dev tools using R3, which could cross-compile as desktop and web apps. |
anyhow... I'm still anxious to get next plugin/host. | |
Henrik 11-Jun-2010 [1584] | Small status update: Working on resizing now, particularly proper pixel accuracy and getting rid of all blocks. Ladislav and Cyphre are working on a good algorithm here. This will also create a change in how styles draw gobs: Currently a gob defines mostly only the draw area of a face and then spaces between gobs are used to create paddings. This is efficient, but it makes drawing things outside a button, like blurred shadows very difficult. So instead, the gob now constitutes both the drawn button and its padding. A side effect is that spacings between gobs are now always pixel accurate, because they now rely on the draw block, rather than the resizing engine. A downside is that when you define the style, you also need to define a click area, to avoid getting a click registered on a space between two buttons. But perhaps this can be automated, don't know yet. Furthermore, there will be keywords available for DRAW blocks to easily locate a corner or a center of the draw block. Overall, these things will make it much easier to write draw blocks for styles. |
DideC 11-Jun-2010 [1585] | IT seems god, but in the same time, i'm not sure I like this "clipping area" of events thing. A "silly" idea : could use one gob for the drawing, and another one in front of it clipped to the "usable" size for the event tracking !? |
Henrik 11-Jun-2010 [1586] | Cyphre has a good idea on how to do this, and it probably involves an extra gob. As a side effect, it might be possible to define a bitmap mask to get pixel precision accuracy for click events. |
Rebolek 11-Jun-2010 [1587] | Bitmap mask doesn't require another gob. |
Henrik 11-Jun-2010 [1588] | ok |
Maxim 11-Jun-2010 [1589] | globs use several layers, one is for mouse interaction. |
DideC 11-Jun-2010 [1590] | globs => you mean in glass ? |
Maxim 11-Jun-2010 [1591] | yep, the low-level engine over which glass is done. I was confirming that its a good and simple way to go forward for R3 too. |
Gregg 11-Jun-2010 [1592] | Didier, are you thinking of how QNX Photon worked? I can't remember exactly, but that sounds like what it did. |
Henrik 15-Jun-2010 [1593] | http://rebol.hmkdesign.dk/files/r3/gui/210.png Demo of pixel accurate resizing. http://rebol.hmkdesign.dk/files/r3/gui/211.png Same as 210, except border sizes for each individual GOB is randomized. |
AdrianS 15-Jun-2010 [1594x2] | Randomized to be different, but constant for each rect or to vary on the different sides? It seems to be the latter... |
I guess I'm asking if the variance I see on the various sides is an artifact of the resizing | |
Henrik 15-Jun-2010 [1596] | the gob size is supposed to be nice like in 210, but the border moves in and out randomly per side per gob. |
AdrianS 15-Jun-2010 [1597] | this is what you're working on fixing currently? |
Henrik 15-Jun-2010 [1598] | Cyphre is working on this, yes. |
AdrianS 15-Jun-2010 [1599] | sorry, I should learn how to read stuff that's been posted already... |
Pekr 16-Jun-2010 [1600] | A downside is that when you define the style, you also need to define a click area, to avoid getting a click registered on a space between two buttons. ..... I am not sure I can understan, how it is done. Is another gob used to define click-area?. Carl reduced VID to one-style = one-gob, and it was clear it can't work for more complex style, you had to "switch" drawblocks anyway. Now if I understand it correctly, we are back to kind of "border" aspect of R2? I still liked maybe more complex but also more flexible way of Gab's VID, where one style was compound of more gobs, if needed .... |
Rebolek 16-Jun-2010 [1601x2] | you don't need another gob to define click-area. It will be probably done using a bitmap mask. |
Also you can have more gobs in one style. But you do not need it, most of the time. | |
Pekr 16-Jun-2010 [1603] | bitmap mask? Will not it be slow? |
Henrik 16-Jun-2010 [1604] | Pekr, after working with multiple GOBs for a single face, I think it's simply easier to just work with one GOB and a set of draw blocks on top of it. Otherwise you get many small parts. |
Rebolek 16-Jun-2010 [1605] | Pekr - why slow? |
Pekr 16-Jun-2010 [1606] | Well, that might be psychological, but I always hated to work with "border" in R2. You have to count it into metrics ..... but maybe your model is different, than having border area ... but I can understand, that having shadow/glow to UI elements could be troublesome othewise ... |
Rebolek 16-Jun-2010 [1607] | the box model Cyphre is working on is unlike R2View, it's more similar to CSS. |
Pekr 16-Jun-2010 [1608x2] | why slow? I don't know. What's the bitmap mask anyway? Some low level C function? I thought that putting one transparent gob upon the drawed gob could be faster, as event engine simply flows event to particular gobs .... (but it would probably cost a memory, because you would need two gobs for one style) |
re "Box model" ... good to know ... | |
Rebolek 16-Jun-2010 [1610] | You render all visible faces to a bitmap. Each face has different color. The you just read mouse coordinates and do a PICK on the bitmap. That way you know exactly where the event should end. That's the bitmap mask. |
Henrik 16-Jun-2010 [1611] | a bitmap mask has the advantage that we can define any shape, even counting in anti-aliasing for clickable area. |
Pekr 16-Jun-2010 [1612x4] | Thanks for explanation, Bolek, looks easy :-) The only thing I can't techically imagine is "you render" .... is it special added operation, or you just use already-somewhere-in-memory-rendered area? |
hmm, those are low level changes, so Cyphre is doing it his own code branch, or does he have code synced with Carl? | |
sorry for so many questions ... I am just interested :-) I hope more guys gets interested too, and even join the testing phase and style creation process :-) | |
btw - what is the situation/plan with fonts? Initial (recent) VID3 (View) font rendering was not sometimes too pleasant. Was it due to not so precise font metrics 'tex-size calculations, or was it due to not being able to use more advanced (licensed/patented) techniques? Is there any way of how to resolve this issue? | |
Rebolek 16-Jun-2010 [1616] | render - well, there are different ways to do it, you must ask Cyphre how exactly he's going to it. |
Henrik 16-Jun-2010 [1617] | Pekr, there are still options in the font rendering engine not exposed in DRAW. we need the host kit for that. |
Robert 16-Jun-2010 [1618] | What is most important is, that we haven't hit a showstopper yet. Even with the current release we can move along. It might not be perfect in all aspects but good enough and comparted to R2 base not worse. That's enough to do it and get some apps done with R3. |
Cyphre 16-Jun-2010 [1619] | Pekr, re font rendering improvements....have a look at this famous article: http://antigrain.com/research/font_rasterization/index.html#FONT_RASTERIZATION Mcseem describes possible way we could try in R3 version but it would need some more expereiments. |
Maxim 16-Jun-2010 [1620] | that's a very nice summary of various font issues. |
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