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 > > _______________________________________________ > Flightgear-devel mailing list > [email protected] > https://lists.sourceforge.net/lists/listinfo/flightgear-devel > _______________________________________________ Flightgear-devel mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/flightgear-devel