World: r3wp
[!REBOL3 GUI]
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Ladislav 14-Feb-2011 [6016x8] | There was very long discussion, towards if we should allow to change the size of the button to allow any size being set - did you really mean it? One can easily make sure, that the init-size of the button is set as specified. The fact, that the result of the resizing is different demonstrates, that the result of resizing depends on other attributes as well. |
So, nobody forbids you to set the INIT-SIZE as you see fit. | |
It is demonstrable, that frequently, it can be useful to have INIT-SIZE outside of the MIN-SIZE to MAX-SIZE range. | |
That being the case, it is necessary for the three dimensions to be independent, in that it has to be allowed to set the INIT-SIZE outside of the range, i.e. set all three dimensions independently. | |
current behaviour allows inlined set of init-set, which has no effect though, and hence causes user confusion - that is not true again, since the user can examine the INIT-SIZE attribute, he can easily find out, that it has been set as specified. What was not set (and not specified) is just the MIN-SIZE and MAX-SIZE values. | |
So, the default values (examinable) are used. | |
- allow max-size override. If user requests 400x400 button, which exceeds max size in x and y axis, set new max-size to that value. The argument that that might not be eventual max-size user might imagine does not hold any water. - as said, MAX-SIZE shall be independent from INIT-SIZE. What I do want to preserve is the independency between INIT-SIZE and MAX-SIZE, since that *is* needed in reasonable cases. | |
To not be misunderstood: - everybody is allowed to set INIT-SIZE howewer he likes - everybody is allowed to set MAX-SIZE however he likes - nobody is allowed to ask me to be more clever than him and to "correct" (read: "mess up") the MAX-SIZE for no reason, in fact | |
Pekr 17-Feb-2011 [6024] | There was very long discussion, towards if we should allow to change the size of the button to allow any size being set" - did you really mean it? One can easily make sure, that the init-size of the button is set as specified." - Yes, I meant it, because IIRC there were opinions, trying to suggest here, that it should not be allowed at all :-) All stuff you write - I know. It is just that I might not necessarily agree with the outcome. I am trying to think form user's point of view. I wonder to what points you would agree, and to what not: - Let's assume I set button in bounds (between what min-size/max-size allows): I tried various scenarios, and I almost never got button of requested size. The reason is in how resizing system works. In fact, when inspecting various sizes - init-size, min-size, max-size, those don't contain actual button size. Actual size is in face/gob/size. Button gets different size due to resizing system cell alignment imo. From the resizing system point of view, it is correct behaviour, but from the user's perspective, it is questionable, if the result is OK? - In regards to above point, I really wonder, if buttons should be resizable at all. I said - resizable, not settable. I wonder, if I would like buttons to be of consistent size. I might try with face/resizes?: false, if that would make the trick. - Then, in regards to above - I might think of init-size setting the requested button size - Maybe (and I am not sure about that one), we could allow some debug info - "out of bounds", if my init-size value does not fit in between the min-size, max-size, as style author defined it. I have heard that guys are working on some field accessor functions - those might be able to print some debug info to console, at least when in interactive mode. Othere than that - this one is a minor issue for me, I e.g. care more about architecture, and so far I can see materials having real low benefit, for how complicated it turns out ... |
Rebolek 17-Feb-2011 [6025] | you just set material's name, what's so complicated about that? |
Pekr 17-Feb-2011 [6026x4] | If you would read CC tickets, you would know :-) |
It is an abstraction, to which I don't know, if it is necessary, or not. For me the beauty of "VID" is in two things mainly - ability to prototype quickly, ability to declaratively read the source of the style/widget. | |
What materials do (apart frome some cute functions to calculate gradients, etc.), is that it basically adds block of following objects into face/materials: base: make object! [ up: down: over: make object! [ specular: 'high intensity: 1 diffusion: [1 1] opacity: 1 texture: none ] ] | |
My opinion is, that noone will be ever able to work with materials in any gfx tool. So for me the central material storage is a wrong decision. The same as it was with Gab's GUI to have central storage of skin and look. At some point, it makes sense, yes. But otoh, I prefer the source readability, and I think RebGUI was better, keeping stuff related to one style together. What is more - we keep style draw "frames" at the style level too. I would like materials to move in the style too. I don't expect having tonnes of material skins, to switch between. | |
Henrik 17-Feb-2011 [6030] | Pekr, materials are inspired by 3D modeler tools, which work the same way, with centralized resources of materials. They use similar parameters to adjust the appearance of a material, which is lifted above the direct approach of manipulating colors. Materials are a way to have designer friendly methods for adjusting the appearance of a style quickly and to provide logical connections between the highlight, color and shadow of a style. |
Pekr 17-Feb-2011 [6031] | I would also like style 'options block handling formalized, moving it to the style level too. We have on-* actors there. The more stuff we move there, the better. That way it will be easier to build the visual IDE tool imo .... I am talking about the following code, hopefully it is that: append panel/facets reduce/no-set switch layout-type [ panel [ [ break-after: any [ all [ in panel/facets 'break-after panel/facets/break-after ] 0 ] pane-align: any [ all [in panel/facets 'pane-align panel/facets/pane-align] 'left ] |
Henrik 17-Feb-2011 [6032] | If this is not the effect of the implementation, then it's either used wrong, or the implementation is wrong. |
Pekr 17-Feb-2011 [6033x2] | Henrik - I am not sure I am denying materials. I can understand the abstraction, although so far I can't see the PRACTICAL benefit. The reason is, that the whole "skinning" is overrated, especially in regards to REBOL. Because - can you take R3 GUI style, and open it in Photoshop, do some skin/material simulation, and have it being saved? If not, the idea of central storage, regarding it being kind of collection of hundreds of contributed skins, might not follow the reality :-) I wonder if there ever be more than one skin :-) Hence - this is the reason I might prefer in-style storage. |
Henrik - am I right thinking, that 'materials do affect only area-fill parameter in the draw block? I am a bit confused - I can see various colors in styles, hardcoded. So what actually material system abstracts? | |
Henrik 17-Feb-2011 [6035] | The practical benefit is that you can adjust the appearance of styles in a more logical way, than fiddling with RGB values. It's much harder to produce a correct look, when having to work with plain colors, unless you are producing abstract or flat cartoony styles. |
Pekr 17-Feb-2011 [6036x2] | Following is the CLICKER style FACETS definition: facets: [ init-size: 28x28 area-color: 80.100.120 edge-color: 0.0.0.128 pen-color: ; set by on-draw area-fill: ; set by on-draw material: 'chrome focus-color: red draw-mode: 'normal materials: none ] Too many colors around :-) Those are not part of material abstraction? I noticed that material basically defines area-fill .... |
Henrik - once again - I might not be questioning material system, but it's central storage, vs per style storage. When I studies sources, it constantly distracts me to look-up some parts elsewhere ... | |
Henrik 17-Feb-2011 [6038] | Then, in the above, the material system is not used correctly. |
Pekr 17-Feb-2011 [6039] | Nice to know :-) |
Henrik 17-Feb-2011 [6040x2] | The difference in these two images is one setting: http://94.145.78.91/files/r3/gui/024.png http://94.145.78.91/files/r3/gui/025.png |
Generally, colors should never be hardcoded inside the style. Colors should be derived from the material system. | |
Pekr 17-Feb-2011 [6042x2] | So in the above clicker code, those facets should not exist at all? Or should be set by material system? |
But look at material 'base style. It does not contain any field to hold colors? base: make object! [ up: down: over: make object! [ specular: 'high intensity: 1 diffusion: [1 1] opacity: 1 texture: none ] ] | |
Henrik 17-Feb-2011 [6044x2] | They should exist, because they are words used by the draw block, I assume. But the specific colors should be set somewhere outside, and then you use materials to derive the correct color. |
The color is something you set, when creating the use of the material. That's how I can create buttons of many different colors, but with same material properties. That is another abstraction, which is not yet implemented, so I had to do it in the style for those buttons. | |
Pekr 17-Feb-2011 [6046] | I don't understand - so color fields should be regular facet fields, but just settable by material system? And that is not implemented? |
Henrik 17-Feb-2011 [6047] | No, that is implemented, but the color that is passed to the materials system to generate the final color or material object, is ultimately still passed to it inside the style. |
Robert 17-Feb-2011 [6048] | material != color |
Pekr 17-Feb-2011 [6049x2] | In the following document (images don't work), there was a way to show, how one can create complete style. No need to go outside the stylize. No imagine incorporating material system in there. First you have to know, how it works, so it is not enough to work with style draw frames, but you have to react accordingly in various phases, as on-init, on-draw. Then you have to go to completly different place, to define it. And that is breaking the workflow for me ... |
http://www.rebol.com/r3/docs/gui/styles.html | |
Henrik 17-Feb-2011 [6051] | If you keep everything inside the style, it's hard to create a skinning system. |
Pekr 17-Feb-2011 [6052] | No, it is not, why it should be? |
Henrik 17-Feb-2011 [6053] | because that means you have to create entirely new styles with every new skin. |
Pekr 17-Feb-2011 [6054] | 1) Anyone yet has to prove to me, that having centralised skin/material storage will be practically usefull. What tool on Earth will you use to visually edit them? Imo none - we will have to come up with own REBOL based tool, which might understand all those draw defnitions imo 2) Having materials stored in the style (being part of stylize) means you can internally do whatever you want with it. In fact - what material system does in on-init style phase is, that it physically stores the material object into face/material. You could work even the opposite way - knowing the list of styles, you can collect all materials, if you need them to have in one place - what for, I don't know, maybe for some visual tool, where you will be able to tweak them ... one day ... maybe ... as surely Photoshop is not usable ... The fact is, that having materials stored centrally is correct design-wise. But having to deal with styles, and based upon practical merits, having definitions scattered around lowers usability of the system, and easiness of understanding of system internals ... |
Rebolek 17-Feb-2011 [6055] | ad 1) if the styles are draw blocks, no tool will understand them no matter if there's centralized storage or not. |
Pekr 17-Feb-2011 [6056] | Rebolek - yes, and that is why I prefer things having in one file per style .... |
Rebolek 17-Feb-2011 [6057] | Do you prefer using images in buttons? Patching current buttons to use images instead of draw blocks isn't that hard. |
Pekr 17-Feb-2011 [6058x2] | Even current source distribution is wrong for me. What would be cool would be system internal functions being separate. And all particular style functions being part of the style itself. |
Images? No. I talk about logic of how things are organised. | |
Rebolek 17-Feb-2011 [6060] | And all particular style functions being part of the style itself - what exactly do you mean? |
Pekr 17-Feb-2011 [6061] | I mean - there is an engine. And then there are styles. My idea (maybe wrong :-) is, to have one file per style, containing everything style related. Or at least having max 2 files. panel.r3, panel-funcs.r3. I just don't know - looking into style definitions is a disappointment for me - there is only few basic things, and there should/could be more. First things which come in my mind is materials, then options block handling, and I can imagine even functions: [] slot, where all related functions could be put. I'll leave it where it is now, before the system is more complete. But later on, if I have a feeling, that there is some usability problem for users, I'll restructure the system myself. |
Rebolek 17-Feb-2011 [6062] | looking into style definitions is a disappointment for me - there is only few basic things - isn't it good thing if you can write new style with changing just few basic things without need for long code? |
Pekr 17-Feb-2011 [6063x3] | No, because it is not of course true. What you show to user inside of stylise, is only part of the style. For some styles, as shown in the above link, it might be true. But when you start to add things, you need to go outside the stylize, and I would like if stylize would be able to contain everything, having following slots: style: [ about: tags: facets: options: actors: draw: materials: funcs: ] |
Plus the naming of inline options, options block, and style level facets vs options - http://curecode.org/rebol3/ticket.rsp?id=1847&cursor=7 should be resolved too ... | |
If I would not meet with Ladislav, I would not be able to find out, how are those things related. That is time-waster to anyone trying to study the system ... | |
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