GraphicSlicer - a skinning tool [Java] - Upgrading, Modifying and Unlocking

Quite a long while since I've started a thread. Here goes.
Have you ever tried skinning (as in creating skin) an application that requires you to have bits and pieces of graphics to form a bigger graphics. And, you are thinking, instead of pieces of graphics, it maybe easier for you to 'skin' the big graphics and then slice the pieces out. But it is PAIN to slice these graphics from a big chunk. For example, I've tried to skin the Eten dialer skin (more information here) and having to cut the pieces out of the 'bigger picture' is just not easy. Consider that I can do a quick job photoshopping the skins, slicing up the thing is SERIOUSLY PAINFUL.
So, now I introduce you to the GRAPHIC SLICER 3000. Ok, just graphic slicer. Written in Java (sorry for being a Java program, I know many of you hate it, but it is much faster for me to work with Java). This program reads an XML file, for coordinates to slice up chunks of graphics from a larger graphics. Once you have the XML configuration file done, you can happily just skin the big picture and slice as many times as you want. So, now you can leave the slicing for while you go onto bigger things, like 'skinning'!
Attached are two ZIP files.
GraphicSlicer.zip (12.4 KB)
- the Java class files
- a Windows executable BAT file
- short documents on the usage
BlackGlass_Blue.zip (1.32 MB)
- the guinea pig I used to test the software, works of http://www.paulya.com/
- you need this if you want to try a Quick Start on the software
- it has the original files as well as the files that I made to try to the slicing
- it is recommended that you download this file as all the graphics are marked with red borders, such that you can clearly see which parts goes where. If you are a Eten skin skinner, this will EASE the process A LOT.
Let me know if it doesn't work.. and also let me know if it works. I want to know if (if any) many is using relatively good Java (1.4) enabled PCs.
Limitation:
- XML configured
- no GUI
- read write BMP files only
--------------------------------------------------------------------
UPDATES:
22th January'07: GUI is tougher than I though. Won't be out soon especially the software doesn't seems to be much in demand. Rush me if you want GUI
20th January'07: GUI version will be out soon. Attached figure illustrating the advantages of GraphicSlicer in skinning.

Related

CorePlayer Skins... We Need Help!

All.... we have been working hard on CoreUI over the past 6 months. If your not familiar with CoreUI let me explain what it is. CoreUI is the Universal user interface (skins) behind CorePlayer. For developers think of it as a lighter, faster, smaller and more universal approach to skinning your applications compared to GTK or QT.
Even though we are still working on some of the design elements in CP. We are at the point now that we are comfortable to finally let skin developers start to work on skinning CorePlayer.
Now I want to say CoreUI is more then just a 'skin'... it is an XML based modular widget UI that gives you unlimited power to everything within CorePlayer.
So what will you need?
- Photoshop (or me with paint.net)
- XML experience is a MUST for skin designers
- Time to read through the 60+ page UI documentation
- Patience...
Anyone that wants the latest CoreUI skin documentation can email me ( info AT corecodec DOT com ) and I'll send it to them... as we want to work directly with the skin designers so, serious inquiries only.
Also I want to note... we are willing to pay $100 or more per skin! (now I got your attention)
Lets get to skinning!

Windows Mobile Development: RAM Problem

Hey!
First of all: I know that there are many solutions to exactly this problem, but none of them works...
I am currenty working on an Windows Mobile 6.1 professional Application with Visual Studio 2005 Standard Edition in c#. My mobile is a Samsung Omnia i900. Additionally i use the Windows Mobile SDK 6 professional.
My Problem: the app seems to get not enough memory for executation. If i load a large image (2mb) i get an "OutOfMemory"-Exception. Weird: if i run the app via Visual Studio (Deploy on Device) i cant load even pretty small images. When i start the app on the device, i can load bigger images, but i need to load images of 2 mb and that doesnt work either way! This application will get pretty large so i was wondering how this can work, when i only got 1-2 mb ram, even though the mobile tells me that there more than 50 mf ram free to use.
i know that you can free ram of older images, when i dont need em anymore with dispose() but i even fail to load one image, if its big enough.
i also tried the OpenNetCF, didnt work either!
this really drives me crazy as im looking for solutions for the last few days, nothing works! i mean, how can i create a biger app, if i only have 2 mb or Ram to run it in??
please please help!
Michael
P.S.: as i am pretty new to visual studio, i have another tiny question: i added some references (DLLs) to the project, that i do not need anymore! how can i remove those references? cannot find the command *too stupid*
Do you know if you're using DirectDraw in those .NET wrappers?
Windows Mobile powered devices have a graphical memory limit, which no one can do anything about :S
If you use GDI (slower, not hardware accelerated imaging API) I think you'll have less problems.
I work with native code, so I'm not sure you can make those choices using .NET, nor if this is your actual problem.
hey and thanks for responding!
well, as you say im not sure if i am using it! i use the normal System.Drawing Stuff. When i load a picuter i use Image i = new Bitmap(path) or paint with graphics.drawImage, either way the memory overflows! this is driving me crazy
Can you try developing this using native code?
well isnt that extremely complicated? i am quite new to that stuff, so i am horrorfied to even think about writing this in native code!
well i could give it a try, do you know some good tutorials for that? i can code a little java, delphi, haskell, prolog and C#, but all of these are pretty far away from machine language ,so native coding would be pretty hard for me!
Ahah it seems you're under the impression native code = Binary?
Native code, as opposed to Managed Code (C#, VB) is simply running C or C++, without the .NET sandbox around.
Maybe it's too much for now. I can't help with C# or VB, but I advise you to search for GDI and DirectDraw calls on Managed Code and see what you're using.
hehe, i was already wondering, what kind of dude you are, coding in machine language (that was my translation given by google). Ok, i think i can do some stuff in c++. Do i have to tell my visual studio explicitly not to use the .NET-framework when i start a C++ Mobile Device Project or is that the default configuration? sorry im really new to that, used to code in eclipse...
mhmpf! i like that wysiwyg stuff from c#, damn...
but thanks so far!
anybody else got any ideas? i mean it has to be possible... if not, ill try some c++
I suggest you just head over to MSDN.com and check what exactly those functions do. There's no point in learning "Windows driven" C++ if the problem rests in other place.
I'm almost sure there are GDI calls for .NET. I merely wanted you to try them!
hey, i am afraid i am already using the GDI-calls! Found several tutorials, which show how to load an image, exactly like i did it.
That's not good.
I must ask, why do you want 2mb images?
its a navigation-like software, and i need to load the complete image to be able to scroll smoothly through it! for the moment it works as i changed the image into a 600kb one... but im afraid, as the application gets bigger even those 600kb could be too much.when i implemented the other logics like routing and points of interest on the map, i think that will exceed those (apparently only) 2mb ram-space i have...
Sepplo said:
its a navigation-like software, and i need to load the complete image to be able to scroll smoothly through it! for the moment it works as i changed the image into a 600kb one... but im afraid, as the application gets bigger even those 600kb could be too much.when i implemented the other logics like routing and points of interest on the map, i think that will exceed those (apparently only) 2mb ram-space i have...
Click to expand...
Click to collapse
I think it's best to buffer the current position's image and the neighboring ones. When the position changes you automatically show the pre-buffered neighbor, free the previous ones and load the next. If there's a sudden change by a lot, you'll just say "loading" and buffer the new far away position with its neighbors.
Don't try to have the complete "maps" always fully available.
but when the application gets bigger (other things too come), im almost sure i will need more than 1,5mb ram, besides: if i just load parts of the picture, i need to make more changes on the MouseMove-Event, Scrolling will get laggy with that :/
(by the way, thanks a lot for helping me, i appreciate it very much!!)
No, it can be done, buffering is essential in graphical intensive applications on Windows Mobile... You have to keep in memory what you are displaying and the next probable ones
No problem, it's what we're here for
Try writing the code that loads the images in a seperate assembly (dll) and call that from the main exe.
Ta
Dave
Sepplo said:
My Problem: the app seems to get not enough memory for executation. If i load a large image (2mb) i get an "OutOfMemory"-Exception.
Click to expand...
Click to collapse
What kind of image is it? Remember that many image formats are compressed, so doing stuff with em takes more memory than you'd realize.
godefroi said:
What kind of image is it? Remember that many image formats are compressed, so doing stuff with em takes more memory than you'd realize.
Click to expand...
Click to collapse
How big is the image as a Bitmap (ie a .bmp) - this will tell you how much RAM it requires to load (plus overheads for the object)
Its probably best if you take the Google\Bing maps approach and split it into a number of smaller images and load\unload each one as you need it
TehPenguin said:
How big is the image as a Bitmap (ie a .bmp) - this will tell you how much RAM it requires to load (plus overheads for the object)
Its probably best if you take the Google\Bing maps approach and split it into a number of smaller images and load\unload each one as you need it
Click to expand...
Click to collapse
That's what I suggested, but he seems reluctant in buffering only the active and neighboring parts... I don't see any other way here =/
you guys were absolutely right! i knew before that jpeg is a compressed format, but the bmp is actually around 13mb big, that is really too much. Well i really will have to split the image. but thus week i have no time, due to another paper i have to write...
last question: what would be the best approach here?
1. one big panel and draw the images at the right position? (seems not good to me, cause i would have to repaint the panel with all images over and over again)
2. different panels to paint the pieces in?
3. different picture boxes to load the images into?
thanks very much for your help!
Sepplo said:
you guys were absolutely right! i knew before that jpeg is a compressed format, but the bmp is actually around 13mb big, that is really too much. Well i really will have to split the image. but thus week i have no time, due to another paper i have to write...
last question: what would be the best approach here?
1. one big panel and draw the images at the right position? (seems not good to me, cause i would have to repaint the panel with all images over and over again)
2. different panels to paint the pieces in?
3. different picture boxes to load the images into?
thanks very much for your help!
Click to expand...
Click to collapse
What do you mean by 'panel'?

Language of choice

Just curious..What is everyone's programming language of choice when developing apps for WinMo?
Ive been working (lightly) on a VB program, which is ok, but i feel it isnt as efficient as others might be, and i know efficiency and size is a big issue on mobile devices (obviously)
Depends:
A simple program or one that can be done just using the stuff in the standard system DLLs then I will go for the pain of coding it in WIN32 C++. The resulting application runs like the wind, and can be distributed as a single executable file, no CAB, no installation projects, etc etc.
If I need any web or fancy data functionality, then it is .NET, because it is not worth the hassle of getting all this to work from levels lower down.
Having had lots of previous coding experience in C/C++ then C# is the natural choice, but as far as .NET is concerned, the actual language you code in is irrelevant. It compiles down to IL anyway and the CPU 'JIT' compiles this into its own code before it runs. Hence the performance hit when the program starts and runs.
In .NET, in essence, all you are doing anyway, is creating .NET objects, setting their properties and calling their methods, in order to get them to do what your application requires. A simplistic view, I know, but that's is all there is to it!
The language that you use to do this doesn't really matter, it is just personal preference.
I guess i assumed one language had more efficantcy than another. Like im working with VB atm, and i know it simplifies alot of things to make it easier to use, not sure if it includes all that extra code in the final build or not tho.
I would like to get more pratice with C++ and i have yet to use C# so dono whats different about that.
I would like to eventually start making programs that utilize the .net code and get my programs talking though data on the phone, but im not that advanced yet.
currently im still trying to wrap my head about making a program with a local database. The program im working on currently doesn't store any data, but i would like to to. I would also like (if i get ambitious) to have that program possibly talk to a PC (parent) program and sync with it. But that i think is a ways off.
Also, do the Mobile SDK's look different? The program im working on i started in the 5 SDK, but (obviously) doesnt have Finger friendly IU tools. I haven't looked at the 6/6.5 SDK yet (as id have to start over again i think). Does it have more finger friendly options?
In .NET CF, the finger-friendlinnes and kinetic scrolling and this all isn't available for all controls. Most of them (the classic ones) are, but if you try using scrolling for whole form, it won't work, only scrollbar will. (Probably with some playing with physicsengine and marshalling you might be able to get it working here, too).
In C++, there are numerous examples of this gestures etc directly in SDK, also many other stuff is there.
See, the main difference here is that .NET is fully equipped with stuff to get everything done fast, easy way.
In C++, you must first make this way yourself .
i am using the .net 3.5 framework tho.. Unless you mean C++ vs C#. I thought .net was an expansion on a current language, and not a language on it self (meaning i cant choose to program in .net, its an option to VB, C++ or C#)
I did toy with it, and it appears as tho your right, the forums are the same. IE drop down/combo boxes are not finger friendly. Guess id have to turn it to a button and another form with large radio button options.
C# vs C++ main difference is that C++ is compiled to native code right on first time, which makes it very fast. C# is compiled to MSIL, which is NOT native code yet. When you run c# app, the code is being Just-In-Time (JIT) compiled to native code, which makes it "longer" to load and "slower" to run (usually that makes about 20% of speeddown on classic PCs with very optimalized C++ same code - it probably already is lower, this is a bit older result of testing).
C# has those nice features that it can't get out of its memory etc, the JIT is almost unhackable, so you can't write viruses in it etc.
As far as the SDKs are concerned, there are slight differences from one version to the next but they can be quite difficult to spot.
They can become issues, when code written to run on one platform is run on one several generations away. I have a program that was written in C++ WM2003. Works under all versions of WM until 6.5.3, when the About Dialog box fails to close if the (X) button is pressed. Turns out another value has to be added to the dialogbox flags field to get it to behave properly.
This has been a feature of SDK's from WM 5.0 onwards, but the WM2003 SDK is unaware of it. You have to add it manually to the shell code created by the SDK,
Progress I suppose. The full article is here:
http://forum.xda-developers.com/showthread.php?t=635063
Treo 700xw Verizon Spanish language
Hello fellow .... I'm new to this forum
I have a Treo 700wx and I live in Mexico ...
My Treo is Verizon's company and is currently with the version 1.22 ...
My problem is that it is in English and I need to change the language in Spanish ...
Thank you for your support both the need
Greetings
stephj said:
As far as the SDKs are concerned, there are slight differences from one version to the next but they can be quite difficult to spot.
They can become issues, when code written to run on one platform is run on one several generations away. I have a program that was written in C++ WM2003. Works under all versions of WM until 6.5.3, when the About Dialog box fails to close if the (X) button is pressed. Turns out another value has to be added to the dialogbox flags field to get it to behave properly.
This has been a feature of SDK's from WM 5.0 onwards, but the WM2003 SDK is unaware of it. You have to add it manually to the shell code created by the SDK,
Progress I suppose. The full article is here:
http://forum.xda-developers.com/showthread.php?t=635063
Click to expand...
Click to collapse
I noticed something else odd. When i run the app on my pone, the resolution is off. Now everything looks ok, i just mean that when i run it on my phone, theirs alot of "white dead space" at the bottom. I can only guess this is due to the SDK's catered to phones with smaller screen resolutions (ie Touch Pro) with buttons.. Is their a way for me to switch the resolution to ultilize the full Touch Pro 2 screen size (480x320 i think)?
Funny you should mention that. I replied to a similar post a short while ago. I'm not going to type it all in again, it's here.
http://forum.xda-developers.com/showthread.php?t=637417

[APP][IDEA] wmNotebook - Real OneNote on your phone

Hello,
because I'm tired of carrying 2.7kg 15.4" laptop, I will be using my TP2 with HW keyboard (getting better BT one, waiting it to arrive). As of now, I will be doing "Hamachi and RDP to home" way, but I got idea. Why not bring OneNote, that actually works like OneNote to our phones?
Let's start with some images:
supporting loading/saving, different notebooks and sections, font settings, drawing as you draw by hand, lines, rectangles, ... selecting colors, thickness and what not. Using latest innovations (like finger scrolling over screen, either software or hardware keyboards, portrait/landscape switching, ...) ofc.
Are you interested? Will somebody use it? Or is it not worth doing?
// I forgot to wrote, that there would be also PC ver (or could be made) that would support editing, viewing, ... on PC too
// update #2: few more screenshots:
(those arrows on the right and bottom are for adding more space on the side)
if you ask me (of course you don't) then it doesn't make sense to create a "new" OneNote.
what would make more sense is to have a better OneNote on PPC, but use the format the M$ OneNote uses and replace the PPC client.
It would make less work, because you do not have to write a PC version.
cheers!
Obelix_A said:
if you ask me (of course you don't) then it doesn't make sense to create a "new" OneNote.
what would make more sense is to have a better OneNote on PPC, but use the format the M$ OneNote uses and replace the PPC client.
It would make less work, because you do not have to write a PC version.
cheers!
Click to expand...
Click to collapse
I will check the .onex format for new 2010 onenote (better zipped new archive than old binary file), hope it will be selfexplaining so I could make it.
The default onenote mobile sucks - you can't draw anywhere or write anywhere you want (or at least I havent found it there).
We'll see what is possible and what isn't, I must take in consideration that this is phone with touchscreen and not pc with mouse.
I couldn't find any export to .onex, the new 2010 still uses .one binary-looking file?
Oh and implementing this? Forget about it, opening documents would take a lot of effort because it is.... just too much stuff. And the mobile onenote, can't find specs what it can and what can't do.
// Or I can simply stop saying "real mobile OneNote" and just say notebook application and problem solved too LOL. Porting to desktop windows is a matter of hour or two, because most of the code is shared. Even now I can run the app from phone and run it directly on PC, without recompiling or so, all I need is to have installed .NET CF GAC on PC (which I do).

[DEV] Complete UI Rewrite

Hi there,
since i'm searching for a fast and customisable ui since months (90% of them use sense what makes them kind of slow). So I decided to start such a Project on my own.
My main targets are:
- Speed (!!!)
- User-friendly design
- Customizable Widget support
- High built in application support (native support of different music players, browsers and more)
I am going to use .NET Framework 3.5 and delop it using the WM home plugin system.
Since this UI is going to be freeware i'm going to try out this graphics libary (WMGL):
http://www.mobilityflow.com/products/wmgl/
The following shows the current progress and prioritys for planned features.
Current information:
- 2010/10/08 -
I will start development this weekend, for the beginning this will be a solo project. After development of the base system I would be glad about some help, but at that time there will already be progress that shows work on this project really makes sense
- 2010/10/10 -
Spent almost the whole weekend with coding and it was worth it! For now there are already 3 Desktops (configurable via XML) with different wallpaper modes (raw, fit, panorama). In panorama mode the image will be scaled (keeping proportions) over all 3 desktops. Basic widget engine is almost done, already got a first button widget that displays a free scalable graphical button (you can define a border width that will not be completely scaled). Also there is a label element to output text on a widget (the button label).
Here a few seconds of demonstration with 3 different scaled and positioned button widgets and a 1024x768 default windows desktop in panorama mode:
http://www.youtube.com/watch?v=OZ2zCN2BNno
And it will be independent to the device's resolution, like seen here it already works with other today plugins together:
http://www.youtube.com/watch?v=22f3GClKC94
- 2010/10/11 -
Finished and optimized a lot of things today, most important changes are lots of font settings (color, bold, underline, italic, size, h-align, v-align), basic mouse events (down, up, click) and a few actions for those events (show/hide image, open url/file, open ui-dialog). Here a short video of the current version: http://www.youtube.com/watch?v=Zk1Mgmj4HAg
- 2010/10/20 -
Debugged and cleaned the whole code, couldn't find any problems with the current features anymore. Also improved the performance a bit. Added icon's as source for widget images for application shortcuts (icon not scalable! size depends on the device, the wm5 emulator uses 32x32 modern phones usally 64x64). Added a small pager that displays the active desktop. Replaced the button graphics by high-res one's (I know they're not that beautyful ). Here's a video snapshot of that version: http://www.youtube.com/watch?v=c4KQ5s-NxtQ
- 2010/10/24 -
Done some pretty effective performance optimizations and increased the desktop scroll speed some. Replaced the button graphics again but I'm still not that happy with it. Added the most common status widgets (calls, texts/sms, mails) including the matching shortcut. Added a first small digital clock widget (160x80) somehow the clock was not correct when using the emulator, when using my own phone it works perfectly. Here's the video: http://www.youtube.com/watch?v=h2Ur4PrBsSA (reuploaded video, working now)
- 2010/11/03 -
Replaced the graphics again, this one will be the base for the first (stock) skin. The battery icon will be replaced by a black one later. Further added 3 status widgets showing the battery state, signal strength and memory usage. To give a better view (without problems caused by the emulator) I made a video of it running on my HTC Touch Diamond 2 (Topaz). Here's the video: http://www.youtube.com/watch?v=_cIdAYtKnPA
Implemented features:
Desktops
3 Desktops (configured using xml) with independed wallpapers. (Still some todo's)
Widgets
Alert widgets (Calls, Texts, Mails)
Status widgets (Battery, Radio, Memory)
Digital clock widget (One small and one large)
Graphic button widget with text label and/or icon. (URLs, files, applications and a few system functions)
Planned features:
Desktops
(HIGH) 3 freely editable desktops with unlimited widget count / variation.
Widgets
(HIGH) Alert widgets (Calls, Texts, Mails, News!)
(HIGH) Contact widget (different layouts, supporting displaying multiple contacts and filtering)
(MID) Mail- and text-widget (incl. browsing and marking them read)
(MID) News widget (RSS)
(MID) Music widget (with multiple player support)
(LOW) Social widgets (Facebook, twitter, ....)
Tools
(HIGH) Tool for layout backups
(LOW) Update checker
PS: I know there are already many UI's out of there and coding a new one won't make sense for some of you, but imho there is still no really good one out there (at least not for a reasonable price). The most close one is MaxSense, but that mod still drains tonns of memory for sense and is also a bit buggy and limited. (e.g. there is no way to add the same widget twice)
Since i'm not expecting a fast port of WM7 to older devices this is going to be optimized for WM6. Anyway all WM5+ devices should be capable of running this UI.
Best regards
Forsaken
Developer Notes
In this section i will write down things that experienced users (and developers) might want to know.
XML structure definitions
desktop.xml
Code:
<?xml version="1.0" encoding="utf-8" standalone="yes" ?>
<config>
<desktop>
<wallpaper file="relative\path.jpg" mode="raw|fit|panorama" />
<widgets>
<!-- If posx, posy, width or height are set to 0 these values
are taken from the widget.xml if available -->
<widget file="widgets\widget.xml" posx="0" posy="0" width="0" height="80" />
</widgets>
</desktop>
<desktop>
<wallpaper file="relative\path.jpg" mode="raw|fit|panorama" />
</desktop>
<desktop>
<wallpaper file="relative\path.jpg" mode="raw|fit|panorama" />
</desktop>
</config>
widgets\widget.xml
Code:
<?xml version="1.0" encoding="utf-8"?>
<widget width="80" height="20">
<images>
<!-- Images are currently not positionable, if another mode than raw is
set the image will be scaled to fit the widget size.
The border attribute is optional and will only be used for fit_border -->
<image file="relative\path.png" mode="raw|fit|fit_border" border="8" />
</images>
<labels>
<!-- Labels are currently not positionable, too. ;)
The text is just centered into the widget. -->
<label text="About" />
</labels>
<events>
<!-- Coming soon ... -->
</events>
</widget>
+1 for sqvga!
This sounds great!
Looking forward to see your work
I wouldn't say they are slow because they "use" Sense (though I personally hate this tendency to write UIs emulating Sense... not everyone has an HTC phone!) they are slow because they are .NET/C# and unoptimized. If you ask me C# isn't fit for anything that needs to be fast or run permanently... Nothing beats native code in terms of performance. If you want optimization you'll have to go with C/C++... Good code eliminates the need for exaggerated phone specs.
As for renders RawFramebuffer seems to be the best generic bet (GDI is slow) it's not optimal there's no consensual best... Intel Xscale is the best for phones with good old CPUs (not HTC) and OpenGL ES is the best in most new phones.
Homescreen++ is C/C++ but renders in GDI... AFAIK it's the only free today screen plugin in native code (making it one of the lightest) while still being very flexible (though lacking some of the recent features in this sort of UI... which Mortscript can somewhat compensate for). One of my all-time favorite free apps (together with Mortscript, TCPMP, GSFinder+ and WKTask).
Just my 2 cents anyway...
Good luck.
..so this topic is about another manila/spb bs?
shame.
for conscoius users i can recommend: hs++ + mortscript.
rest - go and buy iphone/android.
I am going to use .NET Framework 2
Click to expand...
Click to collapse
dude, wake up. you must be fresh or kidding for bump.
regards,
nothin.
pupakota said:
..so this topic is about another manila/spb bs?
shame.
for conscoius users i can recommend: hs++ + mortscript.
rest - go and buy iphone/android.
forsaken said:
I am going to use .NET Framework 2
Click to expand...
Click to collapse
dude, wake up. you must be fresh or kidding for bump.
regards,
nothin.
Click to expand...
Click to collapse
You're right about .NET 2.0, i will definitly need 3.5. And i won't use only .NET libarys, of course i will try to say native
About iPhone...
About Andoid, i dont have money for a new phone yet And it's about time for a free powerful ui
Only the behavior of the desktops is like andoid, i will definitly not just copy another system. Especially the widgets will be a lot different than those i saw so far.
Anyway coding is my hobby and i'm really motivated for this project. It's fun so far and I'm already making some progress. I got already 3 smoothly slideable desktops with a hard-coded wallpaper, even there is nothing on it yet
I also decided to support any possible resolution, maybe i will even get it working with other (smaller) today plugins together.
Since 2AM here i'll take a rest for now
Wish me luck for tomorrow, I will start to implement a XML-Parser for the desktop-configs and widgets.
Best regards
Forsaken
Good luck, then
And sorry for tone of my previous post.
Have you thought about your project license? If you decide to go open-source you could find TodayLife a big help for ideas/examples/code...
frmariam said:
Have you thought about your project license? If you decide to go open-source you could find TodayLife a big help for ideas/examples/code...
Click to expand...
Click to collapse
Hmm it will definitly be freeware, personally I would like to go open-source but first I will have to check out the licenses of the two libarys I am going to use.
WMGL, a very fast graphics libary: http://www.mobilityflow.com/products/wmgl/license
Free to use with a linked hint that the app uses it. (For freeware)
A small native C++ XML Libary unter CPOL: http://www.codeproject.com/info/cpol10.aspx
I would be glad about an advise, regarding licensing I really don't have a clue yet
PS: Some first videos of my current status above The progress already exceed my expectations for those 2 days of work ^^
I'm wondering how you want to use .NET 4+, when for WinMo is available only .NET CF 3.5 (and something called 3.7?).
For this stuff, I'd really drop any .NET part and do it purely in native code. On the other hand, .NETCF isn't slow actually. What is slow, even in native code, is the GDI+. You MUST use OpenGLES, otherwise you'll fail pretty hard. TouchXPerience is all built in .NETCF using OpenGLES and it runs quite fast.
You can take a look at TigreSDK, but I found out that with few objects on screen, it runs slower (2D text object). I had working physics engine for that though. That's where I ended because of the speed of rendering. Next time I will go for native even myself.
OndraSter said:
I'm wondering how you want to use .NET 4+, when for WinMo is available only .NET CF 3.5 (and something called 3.7?).
For this stuff, I'd really drop any .NET part and do it purely in native code. On the other hand, .NETCF isn't slow actually. What is slow, even in native code, is the GDI+. You MUST use OpenGLES, otherwise you'll fail pretty hard. TouchXPerience is all built in .NETCF using OpenGLES and it runs quite fast.
You can take a look at TigreSDK, but I found out that with few objects on screen, it runs slower (2D text object). I had working physics engine for that though. That's where I ended because of the speed of rendering. Next time I will go for native even myself.
Click to expand...
Click to collapse
Yeah you're right it's going to be 3.5 ^^ I started to mix up the .NET Framework and .NET Compact Framework. The project is set to the 3.5 version. I just corrected it in the main thread, too. Thx for the hint
good Luck!
Forsaken,
Good luck on this! I don't code, so feel like a leach sometimes. BUT, I am willing to sacrifice (dont tell the wife) my phone for testing, and have helped a few guys over here and currently am doing some testing as well with thier themes and UI's.
I am too old of a dog to learn a new trick (my last one was called COBOL!), but at least I can offer testing information.
With that said, if you ever need a tester for another phone, I am running an HTC Imagio with Stock Verizon ROM, running WM6.5 and Sense 2.1 on a WVGA screen.
Good luck, and looking forward to what you can come up with!
JerryA said:
Forsaken,
Good luck on this! I don't code, so feel like a leach sometimes. BUT, I am willing to sacrifice (dont tell the wife) my phone for testing, and have helped a few guys over here and currently am doing some testing as well with thier themes and UI's.
I am too old of a dog to learn a new trick (my last one was called COBOL!), but at least I can offer testing information.
With that said, if you ever need a tester for another phone, I am running an HTC Imagio with Stock Verizon ROM, running WM6.5 and Sense 2.1 on a WVGA screen.
Good luck, and looking forward to what you can come up with!
Click to expand...
Click to collapse
Thanks for your kind offer, I will come back to that for sure
But for now testing won't make much sense, it's just too early.
-- Update:
I just finally finished another chapter (extracting the icon of other applications for shortcuts) and spent much time with cleaning and commenting the code.
Also added a more detailed update to the first post, for lazy one's here a video of the current state: http://www.youtube.com/watch?v=c4KQ5s-NxtQ
Like the updates. Like I said, its just cool that you guys can do this stuff!
Thanks for keeping me in mind, drop me a PM whenever your ready. If I cange phones or anything, I will be sure to let you know!
Here I go again, did some bugfixes causing a high system load and made some new graphics again . Added 3 status widgets showing the battery level, signal strength and memory usage.
For more details see the first post, here the video: http://www.youtube.com/watch?v=_cIdAYtKnPA
At the current rate I will release the first beta version in a few weeks. Until that I will have to figure out a problem that occurs after unloading / loading the interface a lot (desktop process crashes, regular restart needed to get it working again). While testing the normal usage this didn't happen so far. Further i will implement the remapping of application buttons before releasing a beta version.
For now those shortcuts are set up using the xml configuration file.
Hi, really appreciate your efforts, and I encourage you.
What I can tell as a user of TG01 and Acer S200 phones : WVGA phones with 256mo of ram doesn't run well because of lack of memory.
Everybody knows that WM built-in startmenu is very very RAM hungry, on WVGA devices, it can easily hit the 20-35mb of ram usage due to icons caching and other things... thats incredible!!!!
So in my mind, the must have of your UI is a complete WinMo UI replacement, that completely overhads startmenu and kills his memory usage, this would make your UI the best one.
looking good!
Forsaken said:
Here I go again, did some bugfixes causing a high system load and made some new graphics again . Added 3 status widgets showing the battery level, signal strength and memory usage.
For more details see the first post, here the video: http://www.youtube.com/watch?v=_cIdAYtKnPA
At the current rate I will release the first beta version in a few weeks. Until that I will have to figure out a problem that occurs after unloading / loading the interface a lot (desktop process crashes, regular restart needed to get it working again). While testing the normal usage this didn't happen so far. Further i will implement the remapping of application buttons before releasing a beta version.
For now those shortcuts are set up using the xml configuration file.
Click to expand...
Click to collapse
Looking good! Like the speed and smooth transitions. Again, keep up the good work!
May be too flippin early for this, and again, I can't code. But here is a sugestion regarding the battery and signal meters. What about making certain widgets or icons 'lockable' so that whenever you switch screens, they remain (like the signal meters or clocks?).
Like the advances so far, and really like that background image. Great to see how far you have come along!
any update for this great UI? is there posible to get rid the winmo bottombar later?

Categories

Resources