On 2005-11-09, brian <[EMAIL PROTECTED]> wrote:
> I'm studying the code to see if I can do it.

It should be possible to script movement based on the splits' geometries, 
and it will work "as expected" in simple cases, but in general the behaviour
must be based on rather arbitrarily chosen rules that can behave in much
more unexpected ways than the current activity based behaviour -- and 
are more complicated. One possible rule would be "go to the frame with
longest shared border with this one". But what if there are two frames
with equally long shared borders, or there's just an indistinguishable
few pixels' difference? What if the smaller frame is much more prominent
nevertheless due to its contents (visual illusions etc.)?

Maybe what is needed for geometric navigation is the sort of 
keyboard pointer system (I don't recall what it was called) where 
you recursively choose one of the four quadrants (their centre, I guess)
until you find where you want to be. For a simple 2x2 layout with
approximately equal sizes every frame should be a single keystroke
away.

-- 
Tuomo

Reply via email to