World: r3wp
[!REBOL3 GUI]
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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. |
Maxim 22-Jun-2010 [1637] | ah ok, that makes sense, but then you are limited in that each gob has to fit within a rectangular area, and do 2 checks. first on the area then on the mask. |
ChristianE 22-Jun-2010 [1638] | Yes, point taken, but I don't expect those double check to be a big performance burden. First, it's still fast, and second, it probably is reserved for special needs only. Not every button with e.g. rounded borders needs to be detectable on a per pixel basis, often a rectangular region would suffix in most cases, I guess. |
Maxim 22-Jun-2010 [1639] | No it won`t be a performance problem for sure. |
Ladislav 22-Jun-2010 [1640] | resizing: no, Carl does not like RebGUI resizing model, nor some look-alikes. Neither do I. That is why Cyphre and I had to try two distinct prototypes not being fully content with any of them (the second one being able to deliver some nice pictures already). Tomorrow, it is time to try yet another resizing model, this time adhering to Carl's original idea more, than his own implementation, so the system is going to be quite advanced (it took a lot of time to fine-tune some algorithm details, we almost gave up). |
Gregg 24-Jun-2010 [1641] | Wow, if you and Cyphre almost gave up... |
Graham 24-Jun-2010 [1642] | Will there be a way to swap languages in the GUI? |
Henrik 24-Jun-2010 [1643] | if you can reference strings from outside the GUI, that shouldn't be a problem to do on your own. I don't find it generally to be a good idea to provide language support inside a GUI engine. |
Robert 24-Jun-2010 [1644] | Gregg, solution was found and we should soon have a prototype. |
NickA 24-Jun-2010 [1645] | @Gregg: when I imagine Ladislav and Cyphre working like that on code, I picture a slow motion movie scene with epic music thumping in the background, lots of dramatic cuts between close up face shots, etc... |
Ladislav 24-Jun-2010 [1646] | Resizing prototype working well, both Cyphre and I like it. |
NickA 24-Jun-2010 [1647] | ... and the glorious slow motion victory scene with fists pumping in the air :) |
Ladislav 24-Jun-2010 [1648] | :-) |
NickA 24-Jun-2010 [1649] | ... and the crowd cheering :) |
Rebolek 24-Jun-2010 [1650] | Yes, it's nice. I would print the demos in 1mx1m and present them in gallery. Piet Mondrian would be proud. |
Robert 24-Jun-2010 [1651] | Works well and is pixel precise. |
Henrik 24-Jun-2010 [1652] | screenshots coming soon |
Pekr 24-Jun-2010 [1653] | Cool, because I did not like RebGUI resizing either, dunno why. Maybe because I was not getting what I exptected ... |
Claude 24-Jun-2010 [1654] | again 2 weeks :-( |
BrianH 24-Jun-2010 [1655] | Good, because I've been waiting for the R3 GUI resizing model to be finalized before I retrofit the R2 VID resizing patch with its algorithm. |
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