Re: Canvas UI Documentation

"Frederic T." <[email protected]> Sun, 7 Jun 2026 21:04:46 +0200
Newsgroups gmane.games.flightgear.devel
Message-ID <CABg8F9Rag7AnZNJZ5BRocMPC173CtByHz4AD8hXhf2us61rgQQ@mail.gmail.com>
Window title location will also be configurable (probably through the
style), since it seems to be important for some people, but it will take
time until we get the API / settings dialog done - I would be working on it
already but I'm blocked by another MR concerning Canvas that needs to be
merged first ...

Am So., 7. Juni 2026 um 20:56 Uhr schrieb Josh Davidson <
[email protected]>:

> Why is Canvas titlebar text centered now? We literally decided against
> this with the UI last time...
>
> Why can't it just be left aligned and then you have as suggested that user
> selection between left/right side close button?
>
> Which right side should be the default since that's the DWM default on
> most OS's (aside from Mac and some Linux DE's)...
>
> Not sure why this decision was walked back on???
>
> --
> Josh Davidson
> ------------------------------
> *From:* James Turner <[email protected]>
> *Sent:* Tuesday, May 12, 2026 02:36
> *To:* FlightGear developers discussions <
> [email protected]>
> *Subject:* Re: [Flightgear-devel] Canvas UI Documentation
>
>
>
> On 11 May 2026, at 15:42, Richard Harrison <[email protected]> wrote:
>
> This is where I disagree - we should make the XML capable of doing the
> most complex dialogs and extend it when it fails.  Of course in an ideal
> world we would have a dialog editor that you can run outside of the
> simulator to develop but that isn't likely to happen unless we someone
> writes one (hard) or we do something to parse the output of a another
> opensource GUI editor (e.g. Glade, QML Designer).
>
> Declarative XML should be the first choice for lots of reasons
>
> 1. It can be validated against a schema in the editor and errors are
> caught before the sim starts.
> 2. it captures intent; the structure of the dialog is explicit and can be
> inspected independently of any code. XML tends to be readable.
> 3. The declarative form is durable in a way that procedural code is not.
> Nasal dialog code is all too often broken by unrelated stuff.
> 4. You can't autotest every possible option you have with procedural code
> - however we should be able to get a test suite that validates that the XML
> parser still works correctly (by inspecting the output tree against known
> good).
>
> 5. Lower barrier to entry - not everyone is good with Nasal
> 6. Error messages from the XML dialog parsers should be more useful that
> the errors you get writing Nasal
>
> None of this should prevent modellers from using whatever they need to
> make their models work correctly;
>
>
> I think that’s a good summary! I know not everyone will agree with all of
> it - and as we keep saying, in the end people can use what they want.
>
> But yes, for Josh or anyone / everyone  else: *now* *is* a good time to
> start collecting feature requests or ‘things that have never worked’ about
> the GUI XML, under this epic:
>
> https://gitlab.com/groups/flightgear/-/epics/1
>
> … with the aim of doing what Richard hinted at above, of extending the XML
> until it’s (hopefully) compact, expressive, D-R-Y, etc. Thank to Florent
> the XML on next already supports translation keys for user-facing strings,
> BTW.
>
> (I say it’s a good time, because the main C++ UI development is done, now
> it’s just a lot of refining and tweaking Nasal and adjusting APIs to add
> exactly these minor missing features…)
>
> Kind regards,
> James
>
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