Re: Desktop-style window management

Micah Dowty <[email protected]>
Newsgroups gmane.comp.video.picogui.devel
Message-ID <[email protected]>
Wow.
I knew some of the very basics of blender, but had no idea that what I
wanted was exactly the blender interface :)

On Tue, Jan 07, 2003 at 09:37:38AM +0100, Yann Vernier wrote:
> This description *exactly* matches how Blender's layout system works..
> the limitations being that in Blender, there's only one app and document
> (although it can contain many screens and scenes), and title bars ("area
> headers") are only horizontal. Still, they can be hidden, top, or bottom.
> By default, Blender has a very small InfoWindow at the top, which contains
> a menu bar in its header, to look familiar to people who expect one.
> 
> On Mon, Jan 06, 2003 at 08:17:30AM -0700, Micah Dowty wrote:
> > The new app manager I've been thinking of would solve this.
> > I think there was a thread on this list a while back discussing it, but
> > the archives are probably broke knowing sourceforge.
> > 
> > In summary:
> > 
> >   - You can have multiple 'layouts' that would be analogous to virtual
> >     desktops or virtual terminals. They would be easy to switch between,
> >     and fullscreen
> Blender terms this "Screens". Like scenes, they can be switched with a
> menu button in the InfoWindow(s). Global hotkey: Ctrl+Left/Right.
> > 
> >   - Each layout would start with one fullscreen frame. Frames could be
> >     split, merged, and resized
> Blender defaults to 3 screens defined, all with an InfoWindow on top.
> They're 4-pane 3D, 1-pane 3D, and sequence editing (video
> postproduction). The layout system works as described with right or
> middle clicks at edges between areas.
> > 
> >   - Each frame has a way (a pull-down menu maybe) of selecting the app
> >     that resides in it
> That's the first button in all area headers (Blender's equivalent of the
> panel bar). It's a menubutton, and there are also hotkeys for switching
> to different types of areas. The rest of the header is defined by the
> area itself, i.e. ButtonWindow has the groups of buttons, 3D view window
> has the view controls, and InfoWindow has the menubar.
> > 
> >   - Any app can appear in either zero or one frame in each layout
> Well, if you consider Blender's Windows the analogue of apps, this
> matches. A Window in Blender is something that can be put in an Area,
> which is a visible frame in a screen.
> > 
> >   - The ability to have multiple layouts and to split frames would
> >     not get in the way of a novice's ability to sit down and use an
> >     app full-screen
> Yep. Nobody forces you to switch Screens.
> > 
> >   - Everything would be accessible from a "titlebar" on the frame,
> >     a compact border or button, and/or the keyboard, depending on the
> >     device's input and display capabilities.
> Blender calls the title bar a Header. It can be hidden or moved, per
> area.
> > 
> >   - If you select an app for a frame that's already being displayed in
> >     another frame in the same layout, the apps would swap places
> Blender doesn't quite do this, since its Windows get an instance per
> Area; you just select the *type* of Window. This allows you to have i.e.
> 4 3D views from different perspectives. This doesn't make much sense for
> all programs though, but perhaps some apps even in PicoGUI might want
> the option to split themselves; I agree with the behaviour you suggest
> as the default though.
> > 
> > I know I'd love to use a system like this :)
> > In a typical session on my desktop, I might have one layout with only a web
> > browser, one layout with frames displaying my email, a media player,
> > and an IRC app, another layout with a text editor, a few terminals, and the
> > same IRC app...
> 
> -- 
> PGP fingerprint = 9242 DC15 2502 FEAB E15F  84C6 D538 EC09 5380 5746



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