On 8/23/2011 1:39 AM, Dick Hollenbeck wrote: > On 08/22/2011 02:10 PM, fabrizio wrote: >> Dear All, >> I have spent some time trying to put together a new set of icons and >> buttons that might make KiCad look a little better. >> Here you have an example of where I am so far: >> http://www.vincentresearch.com/tmp/ >> >> Would it be possible: >> - to know if there is anybody interested in helping me out >> - to know if there is anybody willing to help me to modify the current >> code in order to accommodate the new icons/buttons. >> - to have the .svg files (or some equivalent vectorial format) of the >> current buttons set >> - >> >> I do not want to try to undo anything that somebody has done so far >> and for this it would be great to have some feedback on the current >> status and some opinions on where I am heading. >> >> I'd like to propose to use PNG format for all icons and buttons and >> 64px for the KiCad buttons to start the 6 current programs. Also I'd >> like to propose to drop the 16pt buttons used everywhere for a larger >> 24px buttons. That includes top bar buttons as well as lateral (left >> and right bars). How does it sound? > > PNG can be in the flow of information as an intermediate (man in the middle) > technology. But I would like to treat it as almost a *.o file in a build > process. Our real source file should be the *.svg file. So I would like to > see > us find a cross platform tool, and I think you have found that already, which > can be run from the command line to build the *.png files from the *.svg > files. > > I propose that we agree never to post edit the PNG files, and that they must > come from the *.SVG files. I suggest we have a separate CMakeLists.txt file > to > build the *.PNG files from the *.SVG files automatically, but perhaps not make > it a mandatory part of the build process, on the theory that some builders > will > not want to have the tool which converts from *.SVG to *.PNG installed. > > *.SVG -> *.PNG > > > Therefore this means distributing both the *.PNG and the *.SVG files as part > of > the source tree. That is, unless you want to burden every builder with the > need > to have this tool installed. > > > Then we have to decide on how to load the PNG files into the programs, and > there > seem to be at least two ways to do this: > > > A) read the *.PNG files into memory from disk at program start time. > > B) convert the *.PNG files into a BYTE array which is compiled into the > respective program. But the byte array is definitely a PNG format, meaning we > get the advantage of the alpha channel support, which we do not currently > have.
C) Zip all the *.PNG files into an archive and use wxInputStream to access the archive like a file system. My preference is B but I'm not sure exactly how you would access the byte arrays directly with wxBitmap or wxImage. Wayne > > > If B) is the chosen path. This entails yet another step that we need to add > to > the build path, meaning it needs to go into a CMakeLists.txt file and needs to > be able to happen from a commandline tool. > > *.PNG -> *.cpp > > > I believe the planning phase of this work is harder than the actual > implementation. That is, unless the planning phase is not completed, and the > implementation ends up being a conglomeration of afterthought. > > > Dick > > > > _______________________________________________ > Mailing list: https://launchpad.net/~kicad-developers > Post to : [email protected] > Unsubscribe : https://launchpad.net/~kicad-developers > More help : https://help.launchpad.net/ListHelp > _______________________________________________ Mailing list: https://launchpad.net/~kicad-developers Post to : [email protected] Unsubscribe : https://launchpad.net/~kicad-developers More help : https://help.launchpad.net/ListHelp

