On Fri, Jun 25, 2010 at 10:07, Marc Puts <[email protected]>wrote:
> Hi devs,
>
> First of all, thanks for creating such a quality framework. I've been
> using it since version 0.8 and it's really impressive and great to work
> with. :)
>
>
> I'm working on an SVG-based application using qooxdoo. For that, I wrote
> some classes to mix SVG with qooxdoo applications. They are basicly just
> wrappers for the svg family of elements. The wrapping is done in a
> similar way as the qx.html.Canvas does, which the addition that the SVG
> elements are created in the svg namespace, using setElementNS(...).
>
> I created a custom playground (with two samples) to show what I'm about:
> http://primeguard.nl/qx/svg/playground/
>
> Api documentation is available here:
> http://primeguard.nl/qx/svg/api/
>
> Note that this is all still far from finished and highly experimental.
>
>
> I would like to know if you guys think if this would be a useful
> addition when converted to a contrib?
>
Marc, this looks nice. We have a contrib that is intended to provide
scalable vector graphics capabilities in a browser-independent fashion,
using whatever is the most favorable rendering engine that is supported. I
haven't worked on it for a while, but it'd be great if you wanted to
resurect it. You could add your SVG interface as another "engine" in
contrib://SimpleScalableVectorGraphics/trunk/source/class/ssvg/engine/
The only engine currently supported is the WalterZorn library, which renders
using divs; i.e. it works on any browser, but is obviously much slower and
less capable than SVG. I had also created a top-level class, ssvg.Ssvg, with
the primitives I expected to provide with any available engine. The demo,
however, calls the WZ library directly, bypassing the templated primitives
class.
I'd be really interested in your thoughts about adding your SVG library as
an engine in the SSVG contrib.
Cheers,
Derrell
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