On Tue, 2008-10-14 at 12:12 -0400, Ian Lawrence wrote:
> Hi,
> >> 1 A library so that all actors can be imported in one job lot
> >
> > I'm not sure what this means, could you please elaborate?
> 
> I mean that you can import all actors which will make up your scene
> into a library :)

can't just just use ClutterScript and describe your scenegraph using an
external file?

> if creating a GUI which was mentioned below then the ability to import
> all actors in one job lot could be crucial in terms of both usability
> and performance

yes, this looks exactly what ClutterScript does.

> >> 2. Accessibility support for actors
> >
> > yes, this is a known issue which should be solved. in theory, we can
> > reuse the current ATK infrastructure which is also used by GTK+ and the
> > GNOME desktop, in order to share as much as possible. I plan to reserve
> > some time by the end of this week to see how much effort it would
> > require.
> 
> It should just be adding a couple of new properties:
> accessible_name
> accessible_desription
> to the clutter-texture base class. like setting them in glade on a gtkImage

well, it would really mean making ClutterActor an implementation of the
AtkImplementorIface interface provided by atk - exactly like GtkWidget
implements the same interface. it could be easy and not require anything
more than simple GObject boilerplate, even though it would add the ATK
dependency to Clutter (conditionally compile it in would result in a
*huge* mess). that's why I want to take some time to evaluate this.

> >> 3. A GUI for clutter development (this would be a lot of work but
> >> extremely useful)
> >
> > it would indeed. at the moment, we've been discussing internally what
> > kind of approach should be used for a UI designer, but not code has been
> > written.
> a stage ..actors on screen and waiting in the wings, a timeline, an
> audience in the round (space in which the audience surrounds the stage
> area.)

it's not *that* easy, otherwise we'd already have not one but five UI
design tools. the interface for representing the animation handling is a
quite interesting nut to crack, for instance; there are UIs for this
already, and for different approaches, so it's really a matter of
choosing one and see what happens.

ciao,
 Emmanuele.

-- 
Emmanuele Bassi, Intel Open Source Technology Center

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