World: r3wp
[!REBOL3 GUI]
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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 [1620x2] | that's a very nice summary of various font issues. |
(regardless of AGG) | |
Pekr 22-Jun-2010 [1622x2] | Henrik - any new screenshots to R3 GUI in the pipeline? :-) |
Also - with the change to the "box model" and introduction of "material" system, will it be any easier to adapt the overall GUI look? | |
Henrik 22-Jun-2010 [1624x3] | Not yet. Carl has entered the resizing discussion and there is not yet an outcome. |
Materials system is being reviewed by Bolek. May need some changes. | |
Resize system has been worked intensely on by Ladislav and Cyphre for the past few days. | |
Pekr 22-Jun-2010 [1627x2] | hmm, it seems like Carl is finally cooperating even in the GUI area? :-) So, is he liking new RebGUI like resizing model, or not? :-) I remember even some discussions in the past, and Carl had his own opinion on that. I hope that max-size need is eliminated ... or still it is not? :-) |
From my perpsective it is easy - we need resizing system, which just works. With RebGUI, I still had some issues even with simple GUIs .... | |
Henrik 22-Jun-2010 [1629] | I've not read the discussion yet. |
Pekr 22-Jun-2010 [1630] | I expect your world being private one right? No web-public output at least, so that we can at least passively read some discussions, and kind of "influence" it from here? :-) |
Henrik 22-Jun-2010 [1631] | yes, it's private |
Oldes 22-Jun-2010 [1632x3] | I consider bitmap mask as the way how to detect click in non rectangular areas. It's probably how Flash does it as well. You cannot use alfa channel because in many cases you need transparent buttons. |
The missing word in my sentence above is "best" - but how I think about it, the alpha channel could be used as well if there was some flag which would inform the engine, that it should not render the gob, but still use it to receive events. | |
Using the alpha channel with the visibility flag would save some memory in many cases. | |
Maxim 22-Jun-2010 [1635] | using alpha would limit you to only 255 controls. |
ChristianE 22-Jun-2010 [1636] | Bitmask or alpha channal would only be used where non-rectangluar areas need to be clickable, so that, Maxim, means they are handled on a per GOB or per-Style base, giving 255 controls per GOB or Style, not in total, at least that's my understanding. |
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