Re: [Gimp-developer] change layout of mode menus?

2008-02-15 Thread Laxminarayan Kamath
Does it keep the entire menu inside the screen if the layers dialog
is at the right edge of the screen ?

-- 
Laxminarayan Kamath Ammembal
(+91) 9945036093
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Re: [Gimp-developer] change layout of mode menus?

2008-02-15 Thread Sven Neumann
Hi,

On Thu, 2008-02-14 at 21:47 -0800, Bill Skaggs wrote:
 One of the minor annoyances of using Gimp is that the Layer Mode
 menu (and paint mode menu, etc) is unpleasantly long -- for me, it
 nearly extends from the top to the bottom of the screen.  It
 would actually be very easy to change the code so that these menus
 are laid out in two columns, and in my opinion they look nicer that
 way.  I am attaching a screenshot showing how it looks.  (Hopefully
 the attachment will come through.)

I am not sure. I have never had problems with the long menu and I think
that the separators help a lot to understand the paint modes. The
two-column layout doesn't provide this information and it even seems to
suggest that there's some relationship between modes that are shown on
the same row.

IMO this change would be a regression but I might be convinced that it
is an improvement.


Sven


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Re: [Gimp-developer] IWarp as a tool

2008-02-15 Thread Tor Lillqvist
Unfortunately now that I have had time to think a bit harder, I
understand that there is a fundamental difference in how my initial
effort to implement a warp tool works compared to how the IWarp filter
does.

Basically, when using the IWarp filter, and manipulating the preview
in its dialog, IWarp all the time has access to the complete original
drawable (well, it uses a preview-sized scaled version of it). Also,
the deformation vector array is built up and modified by each stroke
in the preview, and not re-initialized between strokes. The displayed
result preview is continuously based on pixels fetched from the
original drawable, not from the already warped preview.

In my current warp tool, on the other hand, each stroke (i.e.
invocation of a GimpWarp object, a subclass of GimpPaintCore) is
independent and reinitialises the deformation vector array. Also, it
continuously modifies the drawable being painted on from itself to
itself, if you understand what I think I mean...

So, how to solve this? Should the bookeeping of deformation vectors be
done per-drawawble by the GimpWarpTool object (a subclass of
GimpPaintTool) and not GimpWarp object? Ditto for a copy of the
original drawable. But when should this state then be discarded? Can a
GimpWarpTool object know when some other tool or filter is being used
on the drawable, and thus the warping data for that drawable should be
discarded?

Hopefully this is a question with an obvious answer, and there is some
tool that already works like this...

Or is it really so that a warp tool, and the filter brush kinds of
tools that Ankh asks for, and all other nice cool things will need to
wait for a complete geglification?

--tml
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Re: [Gimp-developer] change layout of mode menus?

2008-02-15 Thread Alexandre Prokoudine
On Fri, Feb 15, 2008 at 8:47 AM, Bill Skaggs wrote:
 One of the minor annoyances of using Gimp is that the Layer Mode
  menu (and paint mode menu, etc) is unpleasantly long -- for me, it
  nearly extends from the top to the bottom of the screen.

It very much depends on particular GTK+ theme in use. I've used few
Murrina (a GTK+ engine) based themes that a *very* compact. For
instance, the whole list of layer modes takes something between 1/2
and 1/3 with them on my aging 1280x800 px laptop.

Thus I'd rather encourage creating improved Default/Smaller themes :)

Alexandre
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Re: [Gimp-developer] IWarp as a tool

2008-02-15 Thread Bill Skaggs
On Fri, Feb 15, 2008 at 2:57 AM, Tor Lillqvist [EMAIL PROTECTED] wrote:
 Unfortunately now that I have had time to think a bit harder, I
  understand that there is a fundamental difference in how my
  initial effort to implement a warp tool works compared to how
  the IWarp filter does.

Do you really need to do it exactly the way the filter does it?
From your description, I don't really understand why your
current approach is less valid, or even why it will produce a
significantly different result.  (The filter needs to do it that
way because it doesn't act on the image until the user has
finished working with the preview, but that logic doesn't
apply to your tool.)

  Can a GimpWarpTool object know when some other tool or
  filter is being used on the drawable, and thus the warping
  data for that drawable should be discarded?

Yes, many tools face this problem, and the system is set up
so that tools are automatically halted if a drawable is dirtied
while a tool is active.  (More precisely, while tool_control
is active.)  Even tools themselves must take measures to
keep from being halted when they make changes to the
image:  they do this by calling gimp_tool_control_set_preserve()
before making a change.

  -- Bill
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Re: [Gimp-developer] IWarp as a tool

2008-02-15 Thread Tor Lillqvist
  Do you really need to do it exactly the way the filter does it?
  From your description, I don't really understand why your
  current approach is less valid, or even why it will produce a
  significantly different result.

It does produce a significantly different result. In my current code,
there is interpolation upon interpolation when calculating the new
pixels as the stroke proceeds, and the affected area gets more and
more blurred. In IWarp, even when updating the preview while stroking,
it is just one interpolation away from the original (scaled) preview
pixels.

  the system is set up
  so that tools are automatically halted if a drawable is dirtied
  while a tool is active.  (More precisely, while tool_control
  is active.)

That sounds promising indeed. I do wish that there was some technical
documentation on how this all hangs together. Just trying to
understand by reading the code is a bit hard. When you say tool, you
mean an object of a subclass of GimpTool, right, not an object of a
subclass of GimpPaintCore? That is one thing that was a unclear to me,
what is the proper division of tasks between a GimpTool and a
GimpPaintCore?

--tml
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Re: [Gimp-developer] change layout of mode menus?

2008-02-15 Thread peter sikking
Bill wrote:

 It seems to me
 that the separators are not that important, because the categories
 are pretty artificial in the first place, and were really imposed  
 mostly
 to give the very long list some structure, as far as I can see.   
 But this
 is something that you should consider.

separators are very important in a menu, to be able to deal with many  
( 5)
items, by putting them in sub groups, you get your bearing for aiming.
even arbitrary sub-grouping is better than none.

 Anyway, I would like to make this change, and I wonder if there are
 objections.

yeah, this is also harder to use because you have to do a controlled
sideways movement to get from one column to the other.

sorry: no cigar...

 --ps

 founder + principal interaction architect
 man + machine interface works

 http://mmiworks.net/blog : on interaction architecture



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Re: [Gimp-developer] change layout of mode menus?

2008-02-15 Thread Nemes Ioan Sorin
agree with Peter,
(part of my job is to improve user interaction  UI usability)
separators are good, even better are spacers (like in Firetox and 
Thunderbird [fluid spacers]) also a line OR a background surrounding a 
group of buttons are good for focusing to a 'grouped set of functions' 
...instead of individual buttons.

anyhow : 2 cigars

peter sikking wrote:
 Bill wrote:
 
 It seems to me
 that the separators are not that important, because the categories
 are pretty artificial in the first place, and were really imposed  
 mostly
 to give the very long list some structure, as far as I can see.   
 But this
 is something that you should consider.
 
 separators are very important in a menu, to be able to deal with many  
 ( 5)
 items, by putting them in sub groups, you get your bearing for aiming.
 even arbitrary sub-grouping is better than none.
 
 Anyway, I would like to make this change, and I wonder if there are
 objections.
 
 yeah, this is also harder to use because you have to do a controlled
 sideways movement to get from one column to the other.
 
 sorry: no cigar...
 
  --ps
 
  founder + principal interaction architect
  man + machine interface works
 
  http://mmiworks.net/blog : on interaction architecture
 
 
 
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Re: [Gimp-developer] change layout of mode menus?

2008-02-15 Thread jEsuSdA 8)
Bill Skaggs wrote:
 One of the minor annoyances of using Gimp is that the Layer Mode
 menu (and paint mode menu, etc) is unpleasantly long -- for me, it
 nearly extends from the top to the bottom of the screen.  It
 would actually be very easy to change the code so that these menus
 are laid out in two columns, and in my opinion they look nicer that
 way.  I am attaching a screenshot showing how it looks.  (Hopefully
 the attachment will come through.)
 


 I should say that the disadvantage is that it's hard to maintain the
 separators that divided the modes into categories -- it would be
 possible, but coding it would be a significant pita.  It seems to me
 that the separators are not that important, because the categories
 are pretty artificial in the first place, and were really imposed mostly
 to give the very long list some structure, as far as I can see.  But this
 is something that you should consider.

I think the separators are important.
And the categories are full of sense.

About create two columns, I think it may be a nice idea, but I have no 
problem with only one column.

May be could be possible make two columns but mantaining separators.

 
 Anyway, I would like to make this change, and I wonder if there are
 objections.
 
   -- Bill
 

Salu2 de jEsuSdA 8)

 
 
 
 
 
 
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Re: [Gimp-developer] change layout of mode menus?

2008-02-15 Thread Bill Skaggs
Well, it's clear that the idea is not generating a great deal
of enthusiasm.  Before dropping it, though, I'd like to take one
more shot at clarifying the problem -- I'm attaching a screenshot
showing a typical incarnation of the Paint Mode menu, using
the Default Gimp theme and Ubuntu's default Human theme.
I don't think I have to persuade anybody that this is less than
ideal from a usability point of view.  The question is, can we do
anything to make this better, other than asking people to use
specific Gtk themes?

  -- Bill
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Re: [Gimp-developer] change layout of mode menus?

2008-02-15 Thread Liam R E Quin
On Fri, 2008-02-15 at 13:13 -0800, Bill Skaggs wrote:
 Well, it's clear that the idea is not generating a great deal
 of enthusiasm. 
[... screenshot...]

 I don't think I have to persuade anybody that this is less than
 ideal from a usability point of view.  The question is, can we do
 anything to make this better, other than asking people to use
 specific Gtk themes?

Seems to me that probably most people will use at most a couple of the
layer modes in normal use, so maybe putting the top 7 on the menu and
having a more modes submenu is a possibility.

If gimp starts to have adjustment layers, that can e.g. apply a filter,
or user-defined painting modes, or if the ilst of built-in modes got
longer, the menu approach would probably become unworkable, and we'd
need a drawing mode pallette or something.

But it seems to me it's worth living with it as it is for a while,
until the hot goat love (GEGL) has been explored a little more.

Liam

-- 
Liam Quin - XML Activity Lead, W3C, http://www.w3.org/People/Quin/
Pictures from old books: http://fromoldbooks.org/
Ankh: irc.sorcery.net irc.gnome.org www.advogato.org
 

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Re: [Gimp-developer] change layout of mode menus?

2008-02-15 Thread Akkana Peck
Liam R E Quin writes:
 Seems to me that probably most people will use at most a couple of the
 layer modes in normal use, so maybe putting the top 7 on the menu and
 having a more modes submenu is a possibility.

Eek, please no! Often the best way to use layer modes is to go down
the list one by one, which would become even worse if you had to
click through a more submenu each time. Bad enough to have to
go to the bottom of the menu then wait for it to scroll.

Personally I'd like Bill's side-by-side mode menu, just because
it would be faster, and a shorter distance, to get to most entries.
But Sven does have a good point that it implies there's a connection
between each side-by-side pair of modes.

Bill wrote:
 I don't think I have to persuade anybody that this is less than
 ideal from a usability point of view.  The question is, can we do
 anything to make this better

I don't have a great solution, just a few specifics the gtk widget
doesn't do well that I wish the modes menus could handle better.
Like the fact that clicking on the button pops up the menu, but not
always with the current mode selected -- sometimes it's the mode
above the currently selected one, so I can't just arrow down once
and assume I'm on the next mode -- I have to look at the current
mode before I click, then choose the next one explicitly.

And I wish there was a faster way to select them by keyboard than
the current click on the button then use up or down arrow ... I
wish I could type ad and be on Addition right away.

...Akkana
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