[Bf-funboard] Re: Blender UI redesign doc
Thorsten Wilms
bf-funboard@blender.org
Tue, 23 Sep 2003 18:54:45 +0200
On Mon, Sep 22, 2003 at 10:17:13PM +0200, Guillermo S. Romero / Familia Romero wrote:
> t_w_@freenet.de (2003-09-22 at 1642.45 +0200):
> > > This is true for a User Interface if and only if the application
> > > is running in full screen mode. Not always the case.
> > It's true no matter what application is running in what ever state. Screen
> > corners don't move:-b
>
> Yeah... except when screen corners have other owner (always or
> sometimes). :P
Reread the message thread and you will see my statement was right, even when it was a
exercise in nitpicking.
> > But true, putting things of importance into the corners of the blender window
> > could be a problem, if blender is not in fullscreen mode. Could make target areas
> > large enough even without corner-support. Even than those target areas could'nt be
> > reached fast enough for them beeing far away from the main action.
>
> I think MacOS "eats" top border, and maybe bottom one too in version
> X. MSWindows all. And dunno about others, GNOME & KDE desktops "eat"
> all four, I believe. Except of course if full screen means something
> like video players, no titlebars, no menubars, no docks. Then the
> problem becomes changing to other apps, and how happy user will be
> with that behavior. Not so easy, expecially for a multiplataform app.
On Mac, Blender should use the mc menu, if it does'nt already.
I use Blender on Win(2k) and Linux with Blackbox. On Windows blender has a standard
titlebar, but starts maximized. Even with always visible taskbar there still are
right and left edge to use. With Blackbox theres a toolbar top or bottom only.
As I said, target areas should expand to screen edges whereever and whenever possible.
For screen edges already used by the OS or WM it's as good as not possible.
---
Thorsten