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
