2014-09-14 17:26 GMT+02:00 [email protected] <[email protected]>: > Do you know anything better for futuristic UIs at the moment? > No, I don't know anything about futuristic UI at All :) nor do I know anything about woden besides one demo video (is woden for UIs?).
Anyway I think only a few people know what woden is or for what it is for, and thats the point. Your question: "Why not use Woden?" sounds like "Everyone uses woden, why don't you?" > I guess that we aren't talking about commercial dev here. And if we would > rely on everything being documented in Pharo, errr, we wouldn't go too far. > > That being said, there are plenty of examples in the Woden code. > > Phil > Le 14 sept. 2014 16:28, "Nicolai Hess" <[email protected]> a écrit : > > Why should he use it, now? >> I mean, is there a stable API? Or a roadmap ? >> >> Sometimes it is a bit dangerous to trust on "bleeding edge" pharo >> frameworks. >> I did some work based on Roassal3D just to found out there won't be any >> further development. >> The same happens with Roassal and GraphET. >> The same can happen with Woden too :) >> >> >> >> >> >> 2014-09-14 14:13 GMT+02:00 [email protected] <[email protected]>: >> >>> Why not use Woden? >>> >>> Phil >>> Le 14 sept. 2014 12:51, "kilon alios" <[email protected]> a écrit : >>> >>> yeah I am afraid transparency is very important to me >>>> >>>> On Sun, Sep 14, 2014 at 1:34 PM, Nicolai Hess <[email protected]> >>>> wrote: >>>> >>>>> 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) . >>>>>>>> >>>>>>>> >>>>>>>> >>>>>>> >>>>>>> >>>>>> >>>>>> >>>>> >>>> >>
