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world-name: r3wp
Group: !REBOL3 GUI ... [web-public] | ||
Graham: 15-Jan-2010 | so a text-list is now called a "style" ? | |
Graham: 15-Jan-2010 | So, I guess I need to wait a couple of months .... | |
Henrik: 15-Jan-2010 | yes, probably a good idea | |
Graham: 15-Jan-2010 | I presume I can change the font used to a monospaced font ... | |
Henrik: 15-Jan-2010 | you can, if you can find where the font specification is used in the list, but you want to create a new style that uses that font. | |
Graham: 15-Jan-2010 | noob question .... how can I define a function that accesses a field before the layout is created? | |
Graham: 16-Jan-2010 | so my area ends up with a row of c: s: c: .... before any real text appears | |
Graham: 19-Jan-2010 | Is there any easy fix to trap Control-C in a text field ... so that it doesn't kill r3? | |
Maxim: 20-Jan-2010 | 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 | 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: | |
shadwolf: 20-Jan-2010 | 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 | |
Robert: 23-Jan-2010 | 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. | |
Robert: 23-Jan-2010 | Maybe it's even possible to mix the current and simple "add action to widget" pattern with such a event based system. | |
Robert: 23-Jan-2010 | 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 | Wasn't Max proposing a message passing gui in one of his various liquid thingies? | |
Maxim: 24-Jan-2010 | 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. | |
Maxim: 24-Jan-2010 | the advantage is that its a generic engine... and can be used to link up any aspect of an app. not just its "actions" | |
Maxim: 24-Jan-2010 | 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. | |
Henrik: 24-Jan-2010 | 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. | |
Henrik: 24-Jan-2010 | 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. | |
Pekr: 24-Jan-2010 | 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 | 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 | 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 | 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. | |
Maxim: 24-Jan-2010 | 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 | 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 | themes are a 2 function addition, and localisation would be a single function to add. | |
Henrik: 24-Jan-2010 | 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. | |
Ashley: 25-Jan-2010 | I've spent a bit of time going over R3/View and believe it now has all the "building blocks" required to build a modern/fast gob! based GUI. The amazing thing is that these building blocks are the 10 natives that View adds [to Core]. They are: gob! caret-to-offset cursor draw effect map-event map-gob-offset offset-to-caret show size-text With these 10 natives (gob! is actually a type!) we should be able to construct simple but powerfull gob!-based GUIs with a smaller mezz footprint than R2. My preliminary conversion of RebGUI to R3 seems to take about 50% the code to do the same thing [compared to R2] ... very promising at first glance. To get a feeling for how tight the code can be the next post is the entire [skeleton] source of a working gob!-based GUI. | |
Ashley: 25-Jan-2010 | add a closing ']'. An example app is: blk: copy [] foreach word words-of ctx-rebgui3/cursors [ append blk compose/deep [ text (form word) handler [ on-over: make function! [[event][cursor (ctx-rebgui3/cursors/:word)]] on-away: make function! [[event][cursor ctx-rebgui3/cursors/arrow]] ] ] ] display "Test Window" compose [ text 83x10 rich [size 36 center red "Reb" black "GUI" leaf "3"] after 5 (blk) return bar reverse button "Close" [undisplay event/gob] button "Open" [ display "Alert" [ after 1 text 50x5 "Some more text." bar reverse button "Close" [undisplay event/gob] ] ] ] | |
Ashley: 25-Jan-2010 | Even better, I'll upload it as a script to my website. Oh, and the above app example is missing an important line at the end: wait system/view/event-port | |
Ashley: 25-Jan-2010 | Yes and no. Yes it's going to be as minimalistic and bloat free as before ... no as I'm aiming for something that allows seperation of form and function. RebGUI has a number of limitations that under R2 were problematic to resolve but under R3 are doable. | |
GiuseppeC: 26-Jan-2010 | Nice Ashley. Waiting to see RebGUI in R3. Your project could be a big step forward for REBOL | |
Pekr: 26-Jan-2010 | Ashley - maybe you can "just" write a low level layer of RebGUI3 in such a way, that upper layers (widgets) code will require no change to its code? Having RebGUI available for R3 could boost R3 usage ... | |
Ashley: 28-Jan-2010 | Reposting from R3 chat (which seems a bit quiet lately). I've been looking at the rich text gob! functionality and it seems the following dialect commands are supported: anti-alias logic! bold [off] italic [off] underline [off] size integer! left|center|right drop integer! font object! para object! caret object! scroll pair! string! Are there any I've missed? Any doco on this yet? I havn't figured out how to use drop or caret yet. Anyone have any working examples for these? A design question: is there any reason for retaining font and para support given that we could move the few remaining unsupported words out of those objects and into the dialect itself? (e.g. have the dialect directly support font names and valign words). Also, it would be nice if we had control over the default font name, size and alignments [at the very least]. Perhaps a system/view/text object? | |
Henrik: 28-Jan-2010 | I think that's a product, so it's better with an R3 specific group. | |
Gabriele: 29-Jan-2010 | Henrik: that would surely increase confusion by many levels. a great idea :P | |
BrianH: 29-Jan-2010 | Create a subheading of Community/Libraries (621) and upload it there. | |
Ashley: 29-Jan-2010 | Got caret working, but it's overly complex IMHO, as in: s: "A bit of text." c: make object! compose/deep [ caret: copy [[(s)] (tail s)] start: copy [[(s)] (at s 3)] end: copy [[(s)] (at s 6)] ] show append clear system/view/screen-gob make gob! [text: [s caret c]] | |
Cyphre: 29-Jan-2010 | regarding the caret obect: the CARET, HIGHLIGHT-START and HIGHLIGHT-END fields must be defined as block! of the following format: [block! string!] the first block! value must be the gob/text block! at the index position of the text element the second string! value must be string of the text element at specified position You cannot just copy the first block as in your example above. You have to set the block to the position where the text element really is in the dialect block(this way the text engine can use the index). This part is a bit tricky but it was decided after long discussion with Carl. I proposed to use simple integer! for the index, but Carl wanted it to be this way which is easier as you can manipulate the block index easily without the need to use INDEX? to get the integer. | |
Ashley: 29-Jan-2010 | Thanks, your example (and explanation) makes it all clear now (I only tested/debugged with a single string before). | |
Graham: 3-Feb-2010 | Is the lack of a table face ( or whatever the new jargon is ), a reflection of the difficulty of building it, or some other issues with the gui engine? | |
Henrik: 3-Feb-2010 | Weighting happens by "pushing" other elements aside, like soap bubbles pushing against eachother. The bigger the element is, the more it pushes. But space is also divided between the number of elements available in a given group, so a group of 5 buttons takes a little more space than a group of 3 buttons. That gives the problem you see with strange spacing before and after the vertical scroller, because it's size is not big enough to provide push. and the other elements are too small to provide enough push. Combining the size of the face and the push factor is why resizing is broken. But there are more bugs in it than that. If you push too much, the elements overflow and will be clipped by the right and bottom edges. Furthermore, the calculation of space to the right edge and bottom edge is also broken. It's almost impossible to predict in your head how the layout will look. I'd like to replace the resize engine with something more concrete, perhaps with springs instead and fixed pixel sizes (oh, maybe similarly to what the VID Extension Kit does) or depending on whether Carl get's started again with his specs list (which I unfortunately can't locate). I hope we'll get to start this month. | |
BrianH: 3-Feb-2010 | Then we can ask Carl for permission to put it in a community repository in DevBase. | |
Graham: 3-Feb-2010 | I see R3-gui has a gob called 'code-area which uses a monospaced font. | |
Graham: 3-Feb-2010 | I could use text-list instead of table if that can be used with a monospaced font. | |
Graham: 3-Feb-2010 | Also, I've read thru the docs ( but not the sources ) and it's not documented on how to create a GUI event | |
BrianH: 3-Feb-2010 | That's the false positive I was complaininbg about in Advocacy. You can't dispute it without paying them money. If anyone has a commercial AVG support contract, please dispute that. | |
BrianH: 3-Feb-2010 | Glad of that, since if one showed as a false positive based on a signiature scan it's likely that they all would. | |
BrianH: 3-Feb-2010 | It's possible that the compressed mezzanine data cooincidentally included a sequence of bytes that matched some signiature of someone else's code, which wouldn't matter to us since that code is decompressed, not executed. | |
Rebolek: 3-Feb-2010 | I may try to ask a friend who works at AVG, but I cannot promise anything. | |
Graham: 5-Feb-2010 | It looks I can use a monospaced font in a text list by changing the text-list-box face/text-style to 'code instead of 'list-item ... but quite unclear to me how one does this easily | |
Graham: 5-Feb-2010 | Is there an easier way to do this than this? code-text-list: tight [ about: "List of selectable text lines with scrollbar using a monospaced font." facets: [ max-size: 150x3000 ] options: [ list-data: [block!] ] content: [ text-list-box :list-data :area-color options [ text-style: 'code ] scroller ] actors: [ on-init: [ if select face 'reactors [ extend face/faces/1 'reactors face/reactors ] ] on-set: [ set-face/list face/faces/1 arg ] on-get: [ get-face face/faces/1 ] ] ] | |
Graham: 5-Feb-2010 | I think it's a little potentially confusing that 'options in a style refers to the stuff that follows a widget when it is used, but the options keyword following the widget refers to the facets | |
Graham: 5-Feb-2010 | you wouldn't need to write it often! Unless you were writing a lot of your own styles | |
Pekr: 5-Feb-2010 | vocabulary shows that param, parm, is a regular english word .... | |
Graham: 5-Feb-2010 | so that you know that text-list takes a block | |
Henrik: 5-Feb-2010 | Make sure the word is not used anywhere else in the R3 GUI. Font changing, AFAIR is a little cumbersome. In the R3 GUI, fonts are a resource, similar to colors, certain draw blocks or materials. | |
Henrik: 5-Feb-2010 | we are free to make suggestions... but it would be nice with a place to store them. | |
Graham: 5-Feb-2010 | settings is a better word than options because options is not really an option ... since they already occur. You are setting them. | |
Graham: 5-Feb-2010 | not a good argument if it leads to confusion | |
Henrik: 5-Feb-2010 | there is a distinction between standard parts, which are inherited throughout many faces and private parts for each face instance. | |
Henrik: 5-Feb-2010 | I have no problem with it, perhaps because it's also a Danish word. :-) | |
Graham: 5-Feb-2010 | I really don't understand the need to invent a new vocabulary | |
Henrik: 5-Feb-2010 | when I read through the sources (which you can get, properly formatted and documented through R3 chat), I can see there probably needs to be a better distinction between 'facet and 'faced. | |
Graham: 5-Feb-2010 | a face is comprised of parts vs a face is comprised of facets | |
Henrik: 5-Feb-2010 | a face is an object, and what does an object consist of? | |
Graham: 5-Feb-2010 | facet . One of the flat polished surfaces cut on a gemstone or occurring naturally on a crystal. 2. Anatomy A small, smooth, flat surface, as on a bone or tooth. 3. Biology One of the lenslike visual units of a compound eye, as of an insect. 4. One of numerous aspects, as of a subject. See Synonyms at phase. | |
Henrik: 5-Feb-2010 | I don't agree. I've built quite a few styles in R3 now, and I've not once mixed up FACE and FACET, particularly because the path FACE/FACETS exists. I find it to be a pretty natural word to use. | |
Graham: 5-Feb-2010 | Aspect 1.. appearance to the eye; visual effect the physical aspect of the landscape 2. a distinct feature or element in a problem, situation, etc.; facet to consider every aspect of a problem 3. the way in which a problem, idea, etc., may be considered to consider a problem from every aspect 4. a facial expression; manner of appearing a severe aspect 5. a position facing a particular direction; outlook the southern aspect of a house 6. a view in a certain direction a good aspect of the village from the tower 7. a surface that faces in a given direction the ventral aspect of a fish 8. (Spirituality, New Age, Astrology & Self-help / Astrology) Astrology any of several specific angular distances between two planets or a planet and the Ascendant or Midheaven measured, from the earth, in degrees along the ecliptic 9. (Linguistics / Grammar) Grammar a category of verbs or verbal inflections that expresses such features as the continuity, repetition, or completedness of the action described Compare perfective [2] progressive [8] [10] 10. (Life Sciences & Allied Applications / Botany) Botany a. the compass direction to which a plant habitat is exposed, or the degree of exposure b. the effect of the seasons on the appearance of plants 11. Archaic glance or gaze | |
Henrik: 5-Feb-2010 | Aspect is also talked about in aspect ratio, which could become a function in R3, like it is in the VID Extension Kit. | |
Henrik: 5-Feb-2010 | I don't agree... but then again, I've written a lot of styles. It may appear confusing to beginners. | |
Henrik: 5-Feb-2010 | they are a big jumble of experiments. not a good place to start from. | |
Henrik: 5-Feb-2010 | Pekr, Carl's VID uses a stack of identically sized GOBs that each perform separate tasks: Skin, text, debug. Each GOB stack makes one face. When designing a style, you never need to touch GOBs at all. | |
Henrik: 5-Feb-2010 | GOBs are a means for rendering faces at a very low level. Just consider it like R2/View, where you, instead of having a cosed up system, can tinker with the inner workings of the FACE object in relation to View. | |
Ashley: 5-Feb-2010 | OK, a meta-gob to recreate R2 functionality (given that a gob! can only do one thing)? I understand why layout was a "face factory" under V2, just thought we'd naturally move to a "gob! factory" approach with R3. I'm not being critical, just trying to understand why we still need the concept of faces under R3. | |
Henrik: 5-Feb-2010 | Ashley, yes, we just have a bit deeper abstraction layer in R3. Things like MAKE-GOB can still be useful for other things. | |
Graham: 5-Feb-2010 | I put a warning on the document ... | |
Graham: 5-Feb-2010 | the more I look at it the more I think settings is a better word than options | |
Graham: 5-Feb-2010 | looks like 'comment { } is not allowed inside a stylize block | |
Graham: 5-Feb-2010 | Is that a bug? | |
Henrik: 5-Feb-2010 | Ashley, "just trying to understand why we still need the concept of faces under R3." - The role of faces in R3 are just what they were in R2, a collection of features and functions inside an object, but instead of the underlying View system being closed, they are now linked to a fixed set of GOBs, that we eventually can extend with all sorts of features. So: R2: Layout -> Face tree -> View R3: Layout -> Face tree -> GOBs -> View Faces are what are generated by the layout. So the "face factory" is still needed and styles are the "molds" or prototypes. Within the face factory, the GOB factory exists. I would assume this separation makes HW acceleration or replacing GOBs with a different structure, much easier later. GOBs are redrawn using DRAW-FACE and that is handled inside the styles. Styles use resources like fonts, colors, materials and standard draw blocks. This eventually helps skinning and abstracts these things away from the styles themselves. The obscure FEEL object is replaced with a set of on-* actors that are run at specific times in specific sequences during runtime. They are more fine grained, so you can determine what you want to do, for example during various stages of face initialization. The relationship between the layout dialect and faces is a bit different than under R2: you can't access the whole face in R3, only facets. For example the GOB itself, is not a facet and neither are internal states. So in order to change a deeper element of a style, you need to create a new style. This seems cumbersome, but is badly needed for large layouts, where we are semantically separating appearance from purpose. VID allowed this to be an organic mess. We may figure out a way to make creating derivative styles a bit easier. | |
Henrik: 5-Feb-2010 | Graham, STYLIZE is a dialect, so it would need to support comments. | |
Henrik: 5-Feb-2010 | I see Graham is already submitting GUI reports to Curecode. I think we need a separate project for that. There could be hundreds of issues and they shouldn't be mixed with Core bugs. | |
Graham: 5-Feb-2010 | Is that a GUI or core error ? :) | |
Henrik: 5-Feb-2010 | that's a dialect error. Try to source stylize. | |
Graham: 5-Feb-2010 | Do we really need a r3 curecode project? | |
Graham: 5-Feb-2010 | But there is a graphics section under cc | |
Graham: 5-Feb-2010 | Or a pessemist :) | |
Henrik: 5-Feb-2010 | Better to be prepared for a flood of reports. I suspect the GUI might be a bit popular. | |
Henrik: 5-Feb-2010 | Need to finish a project first and then we're beginning. Hopefully next week. With a place to report bugs, you can start a little earlier. | |
Gabriele: 5-Feb-2010 | If you need more attributes than the standard gob! provides then just make the data attribute an object! and put them in there. Right, and that object is called a "face". | |
Pekr: 5-Feb-2010 | I was just reading about upcoming new Facebook facelift ... and following the discussion I found out, that one person suggests very cool Facebook client done in Silverlight. I needed to download SL beta 4. Then I tried that mighty app. Guy, I can tell you - we can do it in View anyday. Its not any faster, any better, and I would really like to see the ugly code behind the app. My long time suggestion to popularise View is to wrap known services - gmail, FB, etc. E.g. especially on my Winmobile, ther's a FB client done by MS, and you can't even read more than 1 reaction to your post. I imediatelly can imagine Winmobile client in R3 :-) Here's the screenshot - http://xidys.com/pekr/facebook-silverlight.jpg | |
BrianH: 5-Feb-2010 | Graham, the first definition of "facet" is the one that applies here. The part of a gemstone that has facets is called the face. Facet means part of a face. | |
Graham: 5-Feb-2010 | face - 2nd level gui object with gobs, like a scheme facet - part of a face faced - local variables for a widget instance | |
BrianH: 5-Feb-2010 | It's a perfectly valid english word, used correctly. And it's clearly related to "face", whereas "part" or "attribute" is not. "Part" of what? | |
BrianH: 5-Feb-2010 | It's not just jewel related, it's a general term for "part of a face". It's just used metaphorically for jewels, meaning part of the appearance. | |
BrianH: 5-Feb-2010 | I don't know about "faced" though - it's been a while since I looked at the GUI code, so I don't remrmber what it means. | |
Graham: 5-Feb-2010 | locals is probably a better name than faced | |
BrianH: 5-Feb-2010 | The metaphor is widely used. And there is a lot of English that isn't generally used, because most people aren't specific enough in their language. Only linguists, literary types and tech people are specific enough in their language usage to need a large vocabulary. For instance, I had to study historical linguistics to get a specific enough vocablary. |
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