Hi everyone,

with widget grouping it should be possible to disable certain (unused) 
groups in the UI. Or am I wrong?
So you could turn off the mixer and it will disappear from the UI - this 
would save screen space and CPU cycles (sometime in the future) if you 
use a external mixer. Another bonus: It would be possible to 
maximize/minimize the library or hide cue points/loop section.

Regards,
Yves

On 03/01/2010 12:55 AM, mad jester wrote:
>    I have two ideas for enhancements for the skinning engine which
> could solve the problem of fullscreening and the problem of
> visualizing plugins. These two enhancements could be done in an almost
> completely backwards compatible way.
>
> The two enhancements I propose are the following:
>
>      * Widget Grouping
>      * Widget Templates
>
>    I will now go into depth by what I mean by each of these features.
>
> Widget Grouping:
>
>    Widget Grouping in essence would just be a container for other
> widgets declared in our XML Format. The idea of these groups is to
> maintain these properties:
>
>    * Pos: each widget in the group calculates their true position based
> upon the group's position.
>    * Resizing strategy/position: each widget in the group could pick a
> strategy for where to wind up on a resize. this being one of: center,
> hug top left, hug bottom left, hug bottom right, hug top right.
>
>    If a skin has no groups it can stil be compatible with the rest of
> the code. If it is truly necessary in the new code to have every
> widget part of a group we could set a default group where all widgets
> are that uses the strategy center. This would keep the entire skin in
> the center without resizing or moving at all.
>
>
> Widget Templates:
>
>    The idea behind widget templates is to have a set of templates that
> set the properties of a widget. This way instead of declaring a widget
> in the skin in this form:
>
>   <Knob>
>    <Tooltip>Channel highpass filter</Tooltip>
>    <NumberStates>41</NumberStates>
>    <Path>knobl%1.png</Path>
>    <DisabledPath>knobg%1.png</DisabledPath>
>    <Pos>62,587</Pos>
>    <Connection>
>     <ConfigKey>[Channel1],filterHigh</ConfigKey>
>    </Connection>
>    <Connection>
>     <ConfigKey>[Channel1],filterHighKill</ConfigKey>
>     <OnOff>true</OnOff>
>    </Connection>
>   </Knob>
>
> It could be declared as such:
>
>   <Template>
>    <Type>Knob</Type>
>    <Name>EqKnob</Name>
>    <NumberStates>41</NumberStates>
>    <Path>knobl%1.png</Path>
>    <DisabledPath>knobg%1.png</DisabledPath>
>   </Template>
>
>   <Knob>
>    <Template>EqKnob</Template>
>    <Tooltip>Channel highpass filter</Tooltip>
>    <Pos>62,587</Pos>
>    <Connection>
>     <ConfigKey>[Channel1],filterHigh</ConfigKey>
>    </Connection>
>    <Connection>
>     <ConfigKey>[Channel1],filterHighKill</ConfigKey>
>     <OnOff>true</OnOff>
>    </Connection>
>   </Knob>
>
>    The advantage of this form of doing things is not evident until you
> declare all of the EQ knobs. We could also have templates which become
> the default for each widget type in a skin. With defaults being set by
> the skin, any new plugin can use those declarations to draw itself.
>
>    There are details to work out, but hopefully I was able to get
> across the base ideas behind these enhancements.
>
>    In the long run we might want to switch engines to something else
> like QSS or Declarative UI, but for the moment this makes the most
> sense, especially since there are so many other important tasks ahead
> of us for 1.9.
>
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------------------------------------------------------------------------------
Download Intel&#174; Parallel Studio Eval
Try the new software tools for yourself. Speed compiling, find bugs
proactively, and fine-tune applications for parallel performance.
See why Intel Parallel Studio got high marks during beta.
http://p.sf.net/sfu/intel-sw-dev
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