>>> i dont have to worry about it as i am using FLUID and can >>> design things WYSIWYG, but what about people involved at >>> later stages?
> They can use FLUID and design things WYSIWYG too. > > The power of any code generating tool is generally lost when > you start to hand-edit the generated code. There are *very* > few exceptions to this (Dreamweaver does a pretty good > job with hand-edited HTML but that's about it). The best way > is to just keep using the same toolchain. I found that I went through three phases: 1. use fluid to design everything - but the disadvantage is that all sizes and offsets are fixed, and it can be tedious to move things around afterwards, and extensive code editing in fluid can be a little tricky 2. use fluid to get a basic layout, and then hand craft equivalent code that parameterizes everything and readjusts for different font sizes, etc - but this is an awful lot of work 3. use fluid to create abstract base classes for GUI components, with named member widgets and empty callbacks, and then subclass these using a standard editor/environment of your choice. This keeps the fluid files relatively simple, but adds complexity in the class hierarchy. The problem I always found with raw fluid was that sometimes you had to add a lot more widgets to a window or dialog than you had planned for at the beginning. Therefore things had to be moved or shrunk to fit everything in, and it can take many iterations to get it right, even with the "live mode" in fluid to help you check. I've always been curious to know how people design in changes for different languages and/or character sets. Text in English, Greek and Japanese all have different "extents", so how do people design a generic interface that can be used for all. D. _______________________________________________ fltk mailing list [email protected] http://lists.easysw.com/mailman/listinfo/fltk

