[LAD] Phat and pyphat 0.4.1, help needed for future widgets.
cuse at users.sourceforge.net
Mon May 14 16:03:32 UTC 2007
Es geschah am Monday, 14. May 2007 09:16 als Loki Davison schrieb:
> > Loki, there are inaccuricies in the files as Inkscape isn't exactly
> > a precision tool. Plus you need to rotate some parts and either move
> > fills or do some masking. So I think the use of drawing operations
> > is the way to go.
> Can anyone else comment on this? Are svg widgets a good way to go or
What Thorsten tried to say is, that a .svg is usually* a static vector
graphic. So when you just draw a .svg file in your GUI you just have a *dead*
graphic, but at least a scalable one - in contrast to common pixmap based
skins where you even get ugly artifacts just when trying to enlarge the
But in general you often also want to tweak parameters of the vector graphic
at runtime by i.e. scaling only certain parts of the vector graphics,
modifying colors or alpha (translucency) of certain parts of the vector
graphic etc. So usually* you cannot do that with simply loading one
single .svg file, or in other words there is always some coding involved to
get dynamics into the vector graphics for your specific GUI application
purpose. But that does NOT mean a vector graphic based approach for widgets
is a bad solution or even not feasible. It just means you might have to
realize some parts of the vector drawing directly in your code, but not in
the classical form of "draw pixel at pos x,y", more like "draw circle /
rectangle / Beziér curve .... with parameters foo ..... with 60%
translucency ..... dashed border .... at pos x,y". So this is still on a
higher, more abstract level, thus (usually) involves less coding effort and
is especially easier / faster to create nice graphic results with.
Of course doing all the vector graphics on code level is not a good idea,
because often a good developer is not a good graphic artist and vice versa,
and last but not least drawing graphics in a drawing application is far more
faster than trying to "code" an image.
But fortunately you don't have to do all vector graphics operations on code
level. You could also i.e. simply load a normal .svg file as background
graphic and do only few fancy dynamic vector graphics operations on code
So IMO it would be a good idea to implement those proposed widgets using the
vector graphics approach.
* ( the .svg format as defined by the w3c also allows to define animations 
and interaction , but so far I don't know of any vector drawing
application or vector graphics engine that supports that ... at least AFAIK)
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