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Re: GUI menu locked in window: msg#00187
video.blender.devel
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Subject: |
Re: GUI menu locked in window |
Hello...
Sorry, but that idea is simply opposite to how it's implemented.
Blender has a builtin window manager, that restricts all
drawing/events to the window itself. Each subwindow in blender is
meant to be totally stand-alone, and should be treated that way.
The only exception case are hotkey menus (like Q key), which are
allowed to draw over the entire GUI.
That will be a HUGE stepping stone then...
And an other important aspect not to forget: we defined strict usage
and awareness of "Context" when we re-evaluated the interface last
year. You can still read that in the original design doc on our site.
This is simply to notice for the Nkey menu for IpoWindow; that one has
no use at all to be moved around, would even be extremely confusing
when you have 2 ipowindows open for example.
Yes but there is always room for improvement.
(BTW: I don't read cgtalk. If that article has interesting viewpoints,
give us a summary!)
Will do !
^v^
-Ton-
. While that is a silly idea, it just apart of this idea. The real
meat of the idea is to have ALL menu groups to be able to freely hop
into each others windows.
The next idea is the hard one. To be able to have a new GUI window
pane that will let you create and assign a button to a to your custom
button. So a truly custom menu could be created for supreme speed
work flow. The buttons would just be stock buttons or a simple draw
button thing.
Another idea is taken from an out side source. To be able to just
physically drag a button out and onto a menu group. This would not
let you determine the size of the button but it would give the power
of custom.
The one and exact reason for all of this is to attract more coders
into the coder base. I am trying to find an answer to the massive
amount of feature requests that are made and dreamed upon but never
created.
My other project of Bounty is in the works still. And it is another
idea that complements this.
On Apr 25, 2004, at 6:13 AM, Ton Roosendaal wrote:
Hi,
I find it hard to digest information from this proposal... but it
resembles one of the design proposals from the original 2.3 todo
doc.
When I can find time, I wanted to allow to have another (or
multiple) Blender windows open next to each to each other. This in
first instance to support dual screen better, but it could also
allow to visualize multiple Blender scenes on one desktop, multiple
editmodes, or the rendered window on other screen, etc.
In theory, you then can also "unglue" an existing (subdivision)
window in Blender to become a real desktop based window. Optional of
course. I still consider a subdivision system offering better
workflow than having your desktop cluttered with lotsa overlapping
windows.
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Ton Roosendaal Blender Foundation ton@xxxxxxxxxxx
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