I think you need to make the buttons double sized to allow the user push it easily.yrizoud said:(edit: I'll work on the virtual keyboard. Any comments on the designs I started? Are they large enough ?)
For the full keyboard, I've checked and in the 2 screens where I'll need it, there's lots of room. So here's a second try, see post: http://code.google.com/p/grafx2/issues/detail?id=389#c3Hardyx said:I think you need to make the buttons double sized to allow the user push it easily.yrizoud said:(edit: I'll work on the virtual keyboard. Any comments on the designs I started? Are they large enough ?)
Four or five rows of bigger buttons will be ok.
Thanks. Did you know the computer version before? In any case, don't hesitate to report what are the problems. There are many things I can't imagine without seeing it run. For example, with Aion we'll try to define some useful default keys, but if you struggle and find a better config that suits you, please share.htdreams said:Wow!
I'ven away from wiz for some time, but i'm very pleased to see an update to grafx2 port for wiz that really shines, good work and THANK YOU two :-D
I'm a pixel artist who bought my wiz to use for pixel art (i've made a pixel editor in bennugd with layer support, but it runs slowly and doesn't make fluid strokes), so i'll be using grafx2 from now
Exactly. Grafx2 for console makes sense for pixelling "on the run". If you're at a place with a keyboard, you probably have the rest of the computer not far.@yrizoud: virtual keypad will be a great improvement, i don't know how to connect an usb keyboard to wiz, and making such connection is against having a portable devide for pixel art.
About button size, I like vk2.gif better, as Hardyx said making big buttons will be better as (at least on my wiz) cursor precision is not that great.
yrizoud said:For the full keyboard, I've checked and in the 2 screens where I'll need it, there's lots of room. So here's a second try, see post: http://code.google.com/p/grafx2/issues/detail?id=389#c3
yrizoud said:Thanks. Did you know the computer version before? In any case... the complete paragraph above this post
Now I'll see what I can do with the specific keyboard for numeric entries. Entering number is needed in many screens of various shapes, and you don't want to have the "keypad" hide an important part of the window, like the OK button...
Image size is limited to 9999x9999. To scroll the image, it's the same shortcuts when you are zoomed and when you aren't.htdreams said:(or when editing images larger than 320x240, btw, is this possible too?)
No, but you're not the first person who asks. I should probably add the function to the computer version, though N is already taken by default.htdreams said:In old DPaint program you could use N key to pan the view towards the cursor position, i dunno if grafx2 implements this feature...
These look like the most usable keys for right-handed people. Should put the most often used shortcuts there.htdreams said:About the right mouse button, what about using also the L key as the modifier for right clicking? it's fast and comfortable (i'm right handed, it would be good to have a "mirror key config" option for left handed people) as you hold the console with the left hand and have index finger for L key and thumb for cursor & menu keys
It sounds like a good adaptation to stylus work. It may be very close to simply using L for colorpicker tool, but a big benefit is that you can use L+touch to activate all buttons' secondary functions, and with modes like Shade, you can shade in 2 directions.htdreams said:About the color picker.. it really is a personal option, i would like to have the L act as right click modifier and use the eyedroper icon for that
Toolbar can't move, sorry :/htdreams said:Another good key config would be having Y or X button to cycle the toolbar position (down, up, hidden)... maybe in the R key and leave Y/X for Undo/Redo?, btw, is Y/X/Select buttons used for anything in this build?
No, but you're not the first person who asks. I should probably add the function to the computer version, though N is already taken by default.yrizoud said:In old DPaint program you could use N key to pan the view towards the cursor position, i dunno if grafx2 implements this feature...
yrizoud said:It sounds like a good adaptation to stylus work. It may be very close to simply using L for colorpicker tool, but a big benefit is that you can use L+touch to activate all buttons' secondary functions, and with modes like Shade, you can shade in 2 directions.
yrizoud said:Toolbar can't move, sorry :/
In my opinion, only one button should be set for Undo, and then Redo should be L+ that button.
Same for effects : if you dedicate one button for "Effects menu", L+that button could be assigned to "all effects off"
yrizoud said:In any case: the current build doesn't really help people set good shortcuts. To really test shortcut mappings, we'll have to wait till Aion's back from vacation.
Not yet. I don't know if it's evident, but you can change the shortcuts, except what I listed as hard-coded in above posts. Click the '?', then Help. In this help screen, click on any highlighted "key name" to redefine it. This works in every Help screen, and each button of the toolbar and each setting screen has its own contextual help. This is why I recommended setting a button for Help. If you want to see or set a shortcut for Magnifier for example, it's much easier to put the cursor over the button and press "Help", instead of browsing through the complete list of shortcuts.htdreams said:How could i scroll the view? is there a panning button combination?
Yes the hand is a very different tool. I've always wanted to implement a panning tool however.htdreams said:I used the hand tool, but it moves the content of the active layer, it's not panning.
I don't understand why it can't be done with stylus?htdreams said:I wouldn't drop cursor movement with joystick, as it's usefull with some tools, like the curve tool, you can pick two points and then move the cursor with the joystick and configure the curve with preview, this can't be done with the stylus
I hadn't thought about that (button for right click modifier + button for mouse emulation = also a shortcut when used together) but I guess it would work.htdreams said:With stylus it's best to have a key modifier for activating panning with click and drag with the stylus (or a modifier to pan with the joystick) we talked about using L key for right clicking, it could be used also to make the joystick pan the view.
Yes, there is :htdreams said:Is there an option to view the image "fullscreen" (i recall V key for this in old DPaint) to check the entire screen at once?
Feedback and report of problems is very helpful. Other than that, what we really lack is a MacOSX coder who can lend us a few hours, so if you know one, please let us knowhtdreams said:I'm eager to have a new build wich at least let me write file names If you two need some help, let me know.
yrizoud said:You can test Windows version with the virtual keyboard here:
http://code.google.com/p/grafx2/downloads/detail?name=grafx2-2.3wip1637-win32.zip
If you want to put yourself in Caanoo context, resize the window so that it's smallest possible (320x200).
For the virtual keyboard of numeric inputs, I didn't waste time and simply used same buttons as the alarge alhanumeric one:
http://code.google.com/p/grafx2/issues/detail?id=389#c4
Feedback is welcome.
Ah I see... Maybe I should change curve so that you can click and drag for preview of 3rd point, and curve is only made permanent on release.htdreams said:with stylus you can't drag the curve to position it in the desired configuration
In theory yes, but you need quite an environment for compiling, especially for the Caanoo. Needs an operational GPH SDK (Not even sure the Windows version works), then use the Code::Blocks project made by Aion in his package (fix the paths according to your machine) and if this version compiles, then you can replace the .c and .h sources by the one in latest package.htdreams said:With the source code included can i compile wiz version?
yrizoud said:Ah I see... Maybe I should change curve so that you can click and drag for preview of 3rd point, and curve is only made permanent on release.
yrizoud said:you need quite an environment for compiling, especially for the Caanoo. Needs an operational GPH SDK (Not even sure the Windows version works), then use the Code::Blocks project made by Aion in his package (fix the paths according to your machine) and if this version compiles, then you can replace the .c and .h sources by the one in latest package.
#if defined(__GP2X__)
// Native GP2X resolution
Set_video_mode( 320,240,0, 1);
#else
// Window mode, with default size of 640x480
Set_video_mode( 640,480,0, 0);
#endif
Set_video_mode( 320,200,0, 1);
Set_video_mode( 320,224,0, 1);
#if !defined(__GP2X__)
// For the GP2X, this one is already declared above.
Set_video_mode( 320,240,0, 1);
#endif
Don't worry, i'm still working on Wiz/Caanoo ports, chatting with Yves in PM. I made a new build with 1637 sources, but it has some target device issues. I'm trying to fix it now.htdreams said:Hi!
I'm afraid i'm very busy with work, with little time to hobby proyects (and drawing :-( ) so i couldn't check more than your advice about init resolution, but it doesn't load up, it also doesn't create any error messages so i plan writing a log file to catch the code that hangs the machine, i hope to spare a little time this weekend
Pointers to bytes should not require starting at aligned address, and 2D (or 3D) byte arrays should require no padding between the bytes or the rows. If some platform requires them, porting will be be extremely hard :/Icon garbaging appeared only on target device. On host it work perfectly. I think it's a data alignment issue. I'm added into typedefs a GCC related __attribute__((__packed__)) option instead of ignored #pragma pack, but it does not help Using packed data is not a good choice in multi-platform releases. You've get a bit of free RAM but also a HUGE head pain when it comes to porting. Menu drawing function is complicated. Worked with a raw pixel data arrays of skin images. Need a time to understand and debug. So no quick port at this point.