Hi Joseph,
Thanks for this interesting link. Although the uwm hexmenu was not
modeled after this type of pie menus (i admit that the idea was mostly
copied from a game named "battle isle" and i have not heared of this
hopkins type of menus until years after the first version of uwm, hence
the hexagonal shape of the icons), the article presents a few interesting
concepts. I'm still some kind of reluctant about changing the menus to
extend to the screen borders but I like the concepts presented by the guy.
I'm thinking about perhaps changing the mouse pointer shape in the
"invisible" areas or something like that to indicate which item is
selected. What does everybody think of having just a "monochrome" grid
appearing on the screen instead of the hex menus -- with
schematic/transparent icons and a changing (colorful) pointer when the
mouse gets into one of these areas? The schematics could be quite easily
rendered from a vectorized description and thus easily scale to the
apropriate size.
I also like the ringed version he presents (did you understand how it
works/extends to the screen border?). This might be useful to add
further/secondary functionality to the hex menus (and even to transform
the other menus into hex menus -- i'm not sure wether more than 2 rings
are still usable, though). did you try playing around with the new
reshapable hex menus from the latest svn version of uwm? I still would
like to have some feedback before i make a release out of it.
Greetings,
Christian
On Sun, Mar 25, 2007 at 07:57:04PM -0400, Joseph Huang wrote:
> According to the guy who invented pie menus, Don Hopkins, the targets
> should extend to the screen edge.
>=20
> http://www.donhopkins.com/drupal/node/128
>=20
> --=20
> -JSH
>=20
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Christian Ruppert <ar...@gm...>
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