2014-09-14 11:32 GMT+02:00 stepharo <[email protected]>: > I remember that there was an animated gif support. > Now I do not remember exactly. >
At least in squeak there is an AnimatedImageMorph, that can load and display animated gifs. That works and is quite fast even for multiple instances. But of course no (alpha-)transparency > > for roassal2 have a look at the viva classes: this is the animation > frameworks that igor designed. > > Stef > > > > On 14/9/14 10:22, kilon alios wrote: > > so I tried to animate in Roassal having two different images display with > a delay for few millisecond but it only displays the second image with this > code > > form1 :=Form fromFileNamed:'/Users/kilon/Pictures/pharo.png'. > form2 :=Form fromFileNamed:'/Users/kilon/Pictures/box.png'. > v := RTView new. > c := v canvas. > s := TRBitmapShape new. > s form: form1. > c addShape: s. > v open. > > (1 to: 100) do: [ :index| > s form: form1. > s signalUpdate . > "(Delay forMilliseconds: 1000 ) wait." > s form: form2. > s signalUpdate . > (Delay forMilliseconds: 1000) wait.]. > > I looked into RTAnimation but dont know how to use it for this example. > Any help ? Does Roassal 2 support such animations ? > > if I do s form: and then s signalUpdate for each form separately it > works fine but inside the loops does not seem to work , I tried bigger > delays with no effect. > > On Sun, Sep 14, 2014 at 10:57 AM, stepharo <[email protected]> wrote: > >> Ronie when you ready I can help writting a chapter for the nex book. >> >> Stef >> >> >> On 13/9/14 21:42, Ronie Salgado wrote: >> >> Hello, >> >> On 13/9/14 20:11, Enrico Schwass wrote: >>> >>> Hi >>> >>> another option could be the verse protocol. There was a plugin for >>> Maya and Blender to do realtime rendering. Dont know if there is some >>> automatic Swig-like wrapper for smalltalk but FFI might work. >>> >>> >>> There is Wig like wrapper for Pharo done by ronie salgado. >>> >> >> I have an adapted version of Swig for Pharo NativeBoost here: >> https://github.com/ronsaldo/swig >> >> Currently I am using it to generate my Bullet bindings (available here: >> https://github.com/ronsaldo/bullet-pharo) that can be used as an example >> of using Swig. >> I still have to improve more my Swig generator, by writing >> documentation and fixing some bugs. >> >> Greetings, >> Ronie >> >> 2014-09-13 16:11 GMT-03:00 stepharo <[email protected]>: >> >>> >>> On 13/9/14 20:11, Enrico Schwass wrote: >>> >>> Hi >>> >>> another option could be the verse protocol. There was a plugin for >>> Maya and Blender to do realtime rendering. Dont know if there is some >>> automatic Swig-like wrapper for smalltalk but FFI might work. >>> >>> >>> There is Wig like wrapper for Pharo done by ronie salgado. >>> >>> Stef >>> >>> >>> >>> http://youtu.be/c_D2YJSNj8I >>> >>> Almost a decade ago I did some ruby bindings by hand. It was working >>> out of the box >>> >>> Bye >>> Enno >>> >>> Am 13.09.2014 um 16:11 schrieb kilon alios <[email protected]>: >>> >>> >>> " I am curious. You mean rendering Bitmap from blender, for later use in >>> Pharo UI? " >>> >>> yes exactly. Blender can render in all popular graphics files, most >>> used are png. Animation frames can be rendered each frame in its own file. >>> >>> So basically its a lot like the average games out there. >>> >>> "I will suggest bare bone Morphic mainly, then Athens when you need >>> vectorial drawing." >>> >>> ok >>> >>> "For iStoa I decided to go purely Morphic, I have a lot of bitmap. >>> Bitmap source is SVG, then converted to PNG, overscaled for production use. >>> Then from iStoa, depending on the application window extent, the bitmap are >>> downscaled accordingly, I am pretty satisfied by the result." >>> >>> I fail to understand how your bitmap source is SVG for me bitmap is a >>> raster graphic format svg is procedural graphic format. Two opposite >>> things. >>> >>> "Sure. The downpoint, you will depend on one additional layer." >>> >>> dependency is not an issue. Afterall the graphic files themselves will >>> be far bigger download even more so if the GUI becomes very large. >>> >>> "Nice. What will be the expected outcomes of such API, I am not sure >>> to understand and I am curious." >>> >>> Well Blender besides creating 3d objects (which can be used as 2d >>> objects too) it can also create 3d unrendable objects. That means that >>> objects produce no graphics and have the role of placeholders or helpers, >>> for example when you want an emitter of light or emitter of a physical >>> power like gravity or wind. Those are called dummy objects and I could use >>> them to give characteristics to the graphics , for example I could use a >>> dummy to define the are of influence of a mouse click , or what type of >>> event the bitmap will respond to. That means you wont have to import the >>> graphics manually to pharo and create a separate morph for each bitmap and >>> then set the events but rather press a button in blender and then Ephestos >>> will import then bitmaps to pharo , set the events and create the morphs >>> automagically. >>> >>> So basically you will be using Blender as a GUI designer. >>> >>> "Use fuel to store the state of your application objects." >>> >>> ah nice so fuel is a good candidate. >>> >>> I will also take a look at Dr Geo and Phratch , both apps have custom >>> GUIs and use only Morphic (Dr Geo using Athens for the geometry primitives) >>> . >>> >>> >>> >> >> > >
