Re: [Flightgear-devel] GUI dialogs suck

2010-01-30 Thread Tim Moore
On Sat, Jan 30, 2010 at 5:02 AM, Gene Buckle ge...@deltasoft.com wrote:

  I think that what I'm looking for is behavior similar to QT
  http://qt.nokia.com/ which I user quite often.
 
  I am sorry and apologize for using the  word sucks.
 
 Pete, the problem is that QT doesn't live in the same graphics Space as
 FlightGear does.  In order to make it work, all the commands  that QT
 uses to draw interface elements would have to be ported to use OpenGL
 instead of the standard window manager.

 As was explained to me on IRC, this is already a solved problem: Qt widgets
can be drawn into OpenGL buffers. That doesn't change the fact that it would
be a great deal of work to port  our GUI to Qt, and it would introduce a
very large external dependency. Having seen the fit pitched when I started
using boost...

Now, big projects can get done, and motivated individuals with time on their
hands can work wonders. We should keep in mind the relative importance of
the GUI system to the whole flying experience and judge whether it would be
worth the effort to do a huge rewrite in this area.

Tim

g.


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Re: [Flightgear-devel] GUI dialogs suck

2010-01-30 Thread Martin Spott
Tim Moore wrote:

 [...] That doesn't change the fact that it would
 be a great deal of work to port  our GUI to Qt, and it would introduce a
 very large external dependency. Having seen the fit pitched when I started
 usineg boost...

I think the biggest stumbling block with introducing boost had been
forcing people to install a version of Boost which isn't available with
their distributions. This has been in contrast to the tradition in
FlightGear of being overly conservative about the versions of 3rd party
libraries.
Note that this statement is not to be counted as a vote for introducing
Qt (even in a 'conservative' version number). From my perspective Qt is
far too 'fat' as a tool to work on a task which is obviously of
secondary importance in FlightGear.

Cheers,
Martin.
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Re: [Flightgear-devel] GUI dialogs suck

2010-01-30 Thread Gene Buckle
On Sat, 30 Jan 2010, Tim Moore wrote:

 As was explained to me on IRC, this is already a solved problem: Qt widgets
 can be drawn into OpenGL buffers. That doesn't change the fact that it would
 be a great deal of work to port  our GUI to Qt, and it would introduce a
 very large external dependency. Having seen the fit pitched when I started
 using boost...

 Now, big projects can get done, and motivated individuals with time on their
 hands can work wonders. We should keep in mind the relative importance of
 the GUI system to the whole flying experience and judge whether it would be
 worth the effort to do a huge rewrite in this area.


That's good to know Tim, I hadn't realized that.

Assuming that _something_ should be done with the GUI as it stands now, 
what would be more effective, porting the whole thing to Qt or updating 
Pui to address any deficiencies that it has - at least with regard to 
FlightGear?

g.


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Re: [Flightgear-devel] GUI dialogs suck

2010-01-30 Thread Martin Spott
Gene Buckle wrote:

 Assuming that _something_ should be done with the GUI as it stands now, 
 what would be more effective, porting the whole thing to Qt or updating 
 Pui to address any deficiencies that it has - at least with regard to 
 FlightGear?

Two or three years ago I've been wandering through the effort of
ripping selected parts from the PLIB source tree and, errrm, 'merging'
these into SimGear (not only PUI).

It's been a terribly ugly hack (quick and dirty, I didn't even dare
sharing it with the public) which also required tweaks to the
FlightGear build system, it didn't see a single test on any other
platform except Linux/AMD64, but nevertheless I found it suitable to
demonstrate that this might be a pretty feasible way to get rid of the
'general' PLIB dependency.

In my eyes this _could_ lead to maintaining the required UI bits inside
SimGear and to improve them according to FlightGear's needs. On the
other hand I'm pretty confident that other toolkits would be ready to
do the same job as well.

Cheers,
Martin.
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Re: [Flightgear-devel] GUI dialogs suck

2010-01-30 Thread Gene Buckle
On Sat, 30 Jan 2010, Martin Spott wrote:

 Gene Buckle wrote:

 Assuming that _something_ should be done with the GUI as it stands now,
 what would be more effective, porting the whole thing to Qt or updating
 Pui to address any deficiencies that it has - at least with regard to
 FlightGear?

 Two or three years ago I've been wandering through the effort of
 ripping selected parts from the PLIB source tree and, errrm, 'merging'
 these into SimGear (not only PUI).

 It's been a terribly ugly hack (quick and dirty, I didn't even dare
 sharing it with the public) which also required tweaks to the
 FlightGear build system, it didn't see a single test on any other
 platform except Linux/AMD64, but nevertheless I found it suitable to
 demonstrate that this might be a pretty feasible way to get rid of the
 'general' PLIB dependency.

 In my eyes this _could_ lead to maintaining the required UI bits inside
 SimGear and to improve them according to FlightGear's needs. On the
 other hand I'm pretty confident that other toolkits would be ready to
 do the same job as well.

I guess what it boils down to what effort would have the most long term 
gain?  I suspect it would be the wholesale jump to a new UI library...

g.

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Re: [Flightgear-devel] GUI dialogs suck

2010-01-29 Thread Erik Hofman
Pete Morgan wrote:
 GUI dialogs suck

And now?

Erik

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Re: [Flightgear-devel] GUI dialogs suck

2010-01-29 Thread Pete Morgan
Erik Hofman wrote:
 Pete Morgan wrote:
   
 GUI dialogs suck
 

 And now?

 Erik
   
very helpful erik.

pete

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Re: [Flightgear-devel] GUI dialogs suck

2010-01-29 Thread Stuart Buchanan
Hi Pete,

The GUI is defined in XML and integrated with Nasal. There's a README.GUI
file which describes most of it (IIRC there are some features that aren't 
documented at present).

I'd suggest having a look there, as I don't think that most of your comments 
below are problems with the GUI code itself, but some specific dialogs which
can be fixed.

Comments inline.

Pete Morgan wrote:

 * they do not maintain last position

This will probably require some coding to fix. To be honest, that not something
I would think is high on anyones priority list right now, but feel free to 
prove me
wrong :)
 
 * Cant be resized
I think some of them can, but I can't remember how.

 * label over flow spacing
This will be a problems with a specific dialog I think. Which one have you seen
this in?

 * no Validation on entry
This is probably solvable with some Nasal. You can get values from the property
tree reflecting the dialog inputs itself, and then have a simple timer checking 
on each
one in turn while the dialog is active. I would think that with a bit of 
thought one
could write a generic Nasal function that could easily be applied to many of the
different dialogs.

 * Changes are sometimes immediate,  even tapping in or deleting a 
 figure, makes the entries applies to SIM REAL time key entry..
 eg trying to change heading from 270 to 280, means removing the final O 
 which makes aircraft head off to 27!!!
You can define a specific input box as being live, which means any change
to the input immediately affects the property value it is attached to.

An alternative is to have an Apply button that applies all the input boxes to 
their
properties. So, which dialog box is exhibiting this behaviour? Should be easy 
to fix.

 * they display a float of 111.999 where only the last .999 is visible
Not sure about this one, which dialog are you seeing this in?

 * the dialogs do not utilise the apply button
Yes they do! :)


 Is there a cool resolution. I use the Qt toolkit daily, and that widget 
 set would accomodate all above easily, including rendering and validation.
 
 However Qt is a platform and heavy for the purposes of FG
 
 Is there an alternative and can we evaluate.
We are to some extent hamstrung by the rather old GUI toolkit we use. However,
replacing that is going to be non-trivial, and it would affect not just the 
core GUI but
also all the dialog boxes that have been set up for particular aircraft.

-Stuart



  

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Re: [Flightgear-devel] GUI dialogs suck

2010-01-29 Thread Erik Hofman
Pete Morgan wrote:
 Erik Hofman wrote:
 Pete Morgan wrote:
   
 GUI dialogs suck
 
 And now?

 Erik
   
 very helpful erik.

Like your comments indeed.
If it really sucked then others would have complained already, and most 
likely it would have been fixed by now.

Erik

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Re: [Flightgear-devel] GUI dialogs suck

2010-01-29 Thread Pete Morgan
Stuart Buchanan wrote:
 We are to some extent hamstrung by the rather old GUI toolkit we use. However,
 replacing that is going to be non-trivial, and it would affect not just the 
 core GUI but
 also all the dialog boxes that have been set up for particular aircraft.

 -Stuart

   
That is probably the issue, but an issue that will need resolving 
looking forward.

pete


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Re: [Flightgear-devel] GUI dialogs suck

2010-01-29 Thread Stefan Seifert
On Friday 29 January 2010 10:27:24 Erik Hofman wrote:

 Like your comments indeed.
 If it really sucked then others would have complained already, and most
 likely it would have been fixed by now.

Please don't take offense by his offensive choice of words and do not dismiss 
his valid points because of that: compared with what I'm used to on my KDE 
desktop the widgets in FlightGear really are very basic and I've experienced 
the same frustration as Pete did.

If it were possible to switch to Qt for widgets that would be a massive 
improvement in my eyes. We would go from most basics work to top of the 
line.

The question is: is it even possible to use Qt widgets in a GL application?
The next one most probably: would there be any drawbacks?

Stefan

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Re: [Flightgear-devel] GUI dialogs suck

2010-01-29 Thread Curtis Olson
Here's the thing.  FlightGear uses a gui widget set that is implemented on
top of OpenGL.  This has many advantages from a portability standpoint and
from the standpoint of integrating with window systems.  Pui doesn't have
every feature under the sun, but it was never meant to.  It's relatively
small, lean, mean, and written on top of OpenGL which makes life *much*
easier for us.

This is an area where simply writing an email with why the whole thing
sucks is completely worthless.  If you know something about gui systems,
something about portability of code across all our supported platforms, and
something about flightgear.  Then post a proposal for a change.  Better yet,
post patches with a new gui system that doesn't suck, runs efficiently,
supports all platforms, integrates cleanly with FlightGear, doesn't add a
nightmare of new library dependencies, isn't chock full of bugs, does
everything the current system does, and does everything you think a gui
system should do, etc. etc.

Regards,

Curt.


On Fri, Jan 29, 2010 at 3:44 AM, Stefan Seifert wrote:

 On Friday 29 January 2010 10:27:24 Erik Hofman wrote:

  Like your comments indeed.
  If it really sucked then others would have complained already, and most
  likely it would have been fixed by now.

 Please don't take offense by his offensive choice of words and do not
 dismiss
 his valid points because of that: compared with what I'm used to on my KDE
 desktop the widgets in FlightGear really are very basic and I've
 experienced
 the same frustration as Pete did.

 If it were possible to switch to Qt for widgets that would be a massive
 improvement in my eyes. We would go from most basics work to top of the
 line.

 The question is: is it even possible to use Qt widgets in a GL application?
 The next one most probably: would there be any drawbacks?

 Stefan


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Re: [Flightgear-devel] GUI dialogs suck

2010-01-29 Thread Gene Buckle
On Fri, 29 Jan 2010, Curtis Olson wrote:

 Here's the thing.  FlightGear uses a gui widget set that is implemented on
 top of OpenGL.  This has many advantages from a portability standpoint and
 from the standpoint of integrating with window systems.  Pui doesn't have
 every feature under the sun, but it was never meant to.  It's relatively
 small, lean, mean, and written on top of OpenGL which makes life *much*
 easier for us.

Would it be possible (or even reasonable?) to strip out the GUI portion of 
plib (essentially divorcing it from the bits that are un-needed/wanted)?

The idea being that if plib was stripped down to only the essential 
elements needed to support the GUI functionality, it might be more 
managable to improve incrementally as time goes on.  The library could be 
renamed GUIGear and be maintained along with the other *Gear projects. 
It would also have the advantage of dropping an external library 
dependancy.

g.


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Re: [Flightgear-devel] GUI dialogs suck

2010-01-29 Thread Ron Jensen
On Fri, 2010-01-29 at 06:54 -0800, Gene Buckle wrote:
 On Fri, 29 Jan 2010, Curtis Olson wrote:
 
  Here's the thing.  FlightGear uses a gui widget set that is implemented on
  top of OpenGL.  This has many advantages from a portability standpoint and
  from the standpoint of integrating with window systems.  Pui doesn't have
  every feature under the sun, but it was never meant to.  It's relatively
  small, lean, mean, and written on top of OpenGL which makes life *much*
  easier for us.
 
 Would it be possible (or even reasonable?) to strip out the GUI portion of 
 plib (essentially divorcing it from the bits that are un-needed/wanted)?
 
 The idea being that if plib was stripped down to only the essential 
 elements needed to support the GUI functionality, it might be more 
 managable to improve incrementally as time goes on.  The library could be 
 renamed GUIGear and be maintained along with the other *Gear projects. 
 It would also have the advantage of dropping an external library 
 dependancy.
 
 g.

I wonder if it would be better to adopt OSG's gui rather than forking
plib?  As I understand the current state of affairs, PUI is lightyears
ahead of OSG's gui system though.

Ron



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Re: [Flightgear-devel] GUI dialogs suck

2010-01-29 Thread Ron Jensen
First let me echo Erik.  An offensive, adversarial approach isn't the
best way when you are asking someone else to do something for you for
free.

On Fri, 2010-01-29 at 07:55 +, Pete Morgan wrote:
 * they do not maintain last position

This needs to be handled very carefully, right now its possible to
lose open dialogs when the main window shrinks because they are no
longer on screen.  Closing the dialog via esc and reopening it will
currently bring it back.  That trick would stop working if the remember
last position function it too naive.

 * Cant be resized

??? Yes, they can.  At least some can.  Property browser, for instance.

 * label over flow spacing

 * no Validation on entry
 
 * Changes are sometimes immediate,  even tapping in or deleting a 
 figure, makes the entries applies to SIM REAL time key entry..
 eg trying to change heading from 270 to 280, means removing the final O 
 which makes aircraft head off to 27!!!

Assuming you mean the Generic Autopilot dialog, I'm not seeing that
behavior here?

 * they display a float of 111.999 where only the last .999 is visible

This is an artifact of the floating point number system.  It might be
possible to change the display to a string and use some underlying nasal
glue to copy values back and forth...  


Ron


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Re: [Flightgear-devel] GUI dialogs suck

2010-01-29 Thread Gene Buckle
On Fri, 29 Jan 2010, Ron Jensen wrote:

 small, lean, mean, and written on top of OpenGL which makes life *much*
 easier for us.

 Would it be possible (or even reasonable?) to strip out the GUI portion of
 plib (essentially divorcing it from the bits that are un-needed/wanted)?

 The idea being that if plib was stripped down to only the essential
 elements needed to support the GUI functionality, it might be more
 managable to improve incrementally as time goes on.  The library could be
 renamed GUIGear and be maintained along with the other *Gear projects.
 It would also have the advantage of dropping an external library
 dependancy.

 g.

 I wonder if it would be better to adopt OSG's gui rather than forking
 plib?  As I understand the current state of affairs, PUI is lightyears
 ahead of OSG's gui system though.


It's my understanding that replacing plib as the GUI would be a LOT of 
work.  That's why I suggested cutting it down to only what is relevant for 
the GUI.  That would make it a more managable solution.

g.


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Re: [Flightgear-devel] GUI dialogs suck

2010-01-29 Thread Curtis Olson
pui already is a separate distinct library within plib.  It depends on some
central utility stuff, but that's about it as far as I know.  So it is
pretty stripped down and separate already.

Curt.


On Fri, Jan 29, 2010 at 10:09 AM, Gene Buckle wrote:

 On Fri, 29 Jan 2010, Ron Jensen wrote:

  small, lean, mean, and written on top of OpenGL which makes life *much*
  easier for us.
 
  Would it be possible (or even reasonable?) to strip out the GUI portion
 of
  plib (essentially divorcing it from the bits that are un-needed/wanted)?
 
  The idea being that if plib was stripped down to only the essential
  elements needed to support the GUI functionality, it might be more
  managable to improve incrementally as time goes on.  The library could
 be
  renamed GUIGear and be maintained along with the other *Gear projects.
  It would also have the advantage of dropping an external library
  dependancy.
 
  g.
 
  I wonder if it would be better to adopt OSG's gui rather than forking
  plib?  As I understand the current state of affairs, PUI is lightyears
  ahead of OSG's gui system though.
 

 It's my understanding that replacing plib as the GUI would be a LOT of
 work.  That's why I suggested cutting it down to only what is relevant for
 the GUI.  That would make it a more managable solution.

 g.


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Re: [Flightgear-devel] GUI dialogs suck

2010-01-29 Thread Gene Buckle
On Fri, 29 Jan 2010, Curtis Olson wrote:

 pui already is a separate distinct library within plib.  It depends on some
 central utility stuff, but that's about it as far as I know.  So it is
 pretty stripped down and separate already.

 Curt.


Given that, would it make sense to use it as the basis for a GUIGear? 
Pull the utility code with pui and go?

g.

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Re: [Flightgear-devel] GUI dialogs suck

2010-01-29 Thread Anders Gidenstam
On Fri, 29 Jan 2010, Gene Buckle wrote:

 Given that, would it make sense to use it as the basis for a GUIGear?
 Pull the utility code with pui and go?

Possibly the fact that we also use the joystick and IO interface libraries 
from plib. JoyGUIIOGear? :)

Cheers,

Anders
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Re: [Flightgear-devel] GUI dialogs suck

2010-01-29 Thread Pete Morgan
Curtis Olson wrote:
 Here's the thing.  FlightGear uses a gui widget set that is 
 implemented on top of OpenGL.  This has many advantages from a 
 portability standpoint and from the standpoint of integrating with 
 window systems.  Pui doesn't have every feature under the sun, but 
 it was never meant to.  It's relatively small, lean, mean, and written 
 on top of OpenGL which makes life *much* easier for us.

 This is an area where simply writing an email with why the whole thing 
 sucks is completely worthless.  If you know something about gui 
 systems, something about portability of code across all our supported 
 platforms, and something about flightgear.  Then post a proposal for a 
 change.  Better yet, post patches with a new gui system that doesn't 
 suck, runs efficiently, supports all platforms, integrates cleanly 
 with FlightGear, doesn't add a nightmare of new library dependencies, 
 isn't chock full of bugs, does everything the current system does, and 
 does everything you think a gui system should do, etc. etc.
I think that what I'm looking for is behavior similar to QT 
http://qt.nokia.com/ which I user quite often.

I am sorry and apologize for using the  word sucks.

pete

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Re: [Flightgear-devel] GUI dialogs suck

2010-01-29 Thread Gene Buckle
 I think that what I'm looking for is behavior similar to QT
 http://qt.nokia.com/ which I user quite often.

 I am sorry and apologize for using the  word sucks.

Pete, the problem is that QT doesn't live in the same graphics Space as 
FlightGear does.  In order to make it work, all the commands  that QT
uses to draw interface elements would have to be ported to use OpenGL 
instead of the standard window manager.

g.


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