Great job! Works well. Thank you!

cheers
Ricky

On Fri, Aug 28, 2015 at 4:16 AM, Ben Coman <[email protected]> wrote:

> On Fri, Aug 28, 2015 at 8:34 AM, J.F. Rick <[email protected]> wrote:
> > On Wed, Aug 26, 2015 at 11:45 PM Ben Coman <[email protected]> wrote:
> >>
> >> So morphic has a Z-order but I think not a Z-depth. Is that be
> >> something we should be aiming for?
> >
> >
> > In HTML5, Z-depth is pretty exclusively used as a mechanism to determine
> > Z-order in the HTML / CSS separation. Normally, the order of HTML
> determines
> > the Z-order. But, Z-order is really a style thing, rather than a
> composition
> > thing. So, specifying the Z-depth allows you to override standard
> behavior
> > in the style sheet. This is not necessary in a true object-based GUI
> where
> > graphical objects are more self contained and can easily determine their
> own
> > Z-order.
> >
> > I doubt we will see general purpose adoption of any 2D interface that
> will
> > rely on Z-depth for anything besides determining Z-order. For instance,
> the
> > example of shadow size seems interesting but runs into usability problems
> > quickly. Let's say that you have element A with a larger shadow to
> indicate
> > that it is above element B with a smaller shadow. That seems great. What
> > happens if element B is selected and brought to the forefront? Does A's
> > shadow go down in size? If so, that breaks the normal shadow analogy. If
> > not, it would seem that the shadows would just keep growing bigger each
> time
> > a new element is brought to the front. For limited general-purpose
> > applications (e.g., a larger shadow for an object currently being
> dragged),
> > you don't need Z-depth info. For specialized applications where a Z-depth
> > might make sense (I can't even think of one), there's little problem
> adding
> > such functionality to custom widgets. So, my recommendations is to stay
> away
> > from trying to implement Z-depth as a fundamental component of a 2D
> > interface. The benefit is minimal and largely theoretical.
> >
> > Cheers,
> >
> > Jeff
>
> Thats a fair argument, thanks Jeff.  I guess if someone wanted
> different size shadows for different z-order, a fixed distance between
> levels could be simulated with all windows shuffling down when a
> window is brought to the top.
> cheers -ben
>
>

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