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A Widescreen Blender-Style Interface
- BrendaEM
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8 years 3 months ago - 8 years 3 months ago #115103
by BrendaEM
Replied by BrendaEM on topic A Widescreen Blender-Style Interface
Sorry about the duplicate image post. There are roughly 24 layers that need to be toggled in certain combinations in to create an image for posting.
Chris, there is a little full-screen button on both the standard Run Menu, and the expanded Run menu. It toggles it.
Well, the expanded Run menu has to cover something???
The hope is that the expanded Run toggle can be fast enough so click on/off at will whenever the Run menu is showing.
~
There are current modal G and M codes, in the MDI menu. I hadn't noticed them in Axis's G-code window. I am not even a pedestrian at G-Code.
~
The interface design is coming to last proverbial corner. As I posted, a single person, versioning multiple icon sizes, of an interface with open change requests would be a nightmare for me, and an (in)efficient use of time. Soon. And yes, I will post the .svg source file for the whole kit and cabootle, which oddly, is only 2.8MB. As if it matters, the interface version is 243.
There are only a few weeks left I can work on this, perhaps 2 at the outside before I export everything, and post a proposal.
Chris, there is a little full-screen button on both the standard Run Menu, and the expanded Run menu. It toggles it.
Well, the expanded Run menu has to cover something???
The hope is that the expanded Run toggle can be fast enough so click on/off at will whenever the Run menu is showing.
~
There are current modal G and M codes, in the MDI menu. I hadn't noticed them in Axis's G-code window. I am not even a pedestrian at G-Code.
~
The interface design is coming to last proverbial corner. As I posted, a single person, versioning multiple icon sizes, of an interface with open change requests would be a nightmare for me, and an (in)efficient use of time. Soon. And yes, I will post the .svg source file for the whole kit and cabootle, which oddly, is only 2.8MB. As if it matters, the interface version is 243.
There are only a few weeks left I can work on this, perhaps 2 at the outside before I export everything, and post a proposal.
Last edit: 8 years 3 months ago by BrendaEM.
The following user(s) said Thank You: tommylight
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8 years 3 months ago #115110
by andypugh
Inkscape uses SVG natively. And SVG can have active elements.
www.w3.org/TR/SVG/interact.html
This probably isn't the way to go, though.
Replied by andypugh on topic A Widescreen Blender-Style Interface
BrendaEM wrote: I am drawing the interface out in Inkscape because it's open and free, using open fonts.
Inkscape uses SVG natively. And SVG can have active elements.
www.w3.org/TR/SVG/interact.html
This probably isn't the way to go, though.
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8 years 3 months ago #115170
by BrendaEM
Replied by BrendaEM on topic A Widescreen Blender-Style Interface
Andy, I hadn't seen that before, thanks.
It would have been cool to see the interface programmed in Python because it would be easy for many people to modify it, and perhaps easier to write plug-ins for it.
It would have been cool to see the interface programmed in Python because it would be easy for many people to modify it, and perhaps easier to write plug-ins for it.
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8 years 3 months ago #115187
by andypugh
Replied by andypugh on topic A Widescreen Blender-Style Interface
You can embed Python in an SVG file, I think. It's probably a terrible idea
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8 years 3 months ago #115196
by cmorley
Replied by cmorley on topic A Widescreen Blender-Style Interface
The following user(s) said Thank You: tommylight, KCJ
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8 years 3 months ago #115204
by BrendaEM
Replied by BrendaEM on topic A Widescreen Blender-Style Interface
Cool!
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