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Hi,
Unfortunanately there isn't yet a lot of information available out on the net regarding development using Microsoft.WindowsMobile.DirectX namespace.
I am hoping we can start a new forum section dedicated to just this? What do you guys think?
I've only been working with it for about a week now, and I am struggling to find helpful information, and am figuring out a lot of things through trial and error (note the SDK documentation is quite thin too!).
Is there anyone else on this site that is keen to collaborate and share DirectX experiences?
i'm very interested in but i failed in basics (look here) and nobody here seems something to know about that.
one year before i gained few expieriences in direct3d. its similar but not the same to develop for mobile...
did you get running the examples of d3d from the ms mobile sdk?
heggenhugo said:
did you get running the examples of d3d from the ms mobile sdk?
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Click to collapse
Yea, all the examples (not) in the SDK worked. I put "not" in parentheses because it took me a long time to locate them as the are no longer included as part of the .Net compact framework SDKs or the DirectX compact framework.
I am working on a simple app now that will determine the hardwares capabilities, allowing developers to quickly discover which devices their apps/games will run on. But I am still only just getting used to the environment also.
could you send me please (or link) a working example? it would be enough to see how to create a d3d window. i want to develop an application that uses the g-sensor to navigate in a little 3d environment (for instance turn around a cube or sth like this).
ty
VB.Net D3DM Samples - DirectX Capabilities App
Here are all the MS provided examples. I have not tried them all, but most of them work (on my device). The emulators run them, but very very slowly.
I have also attached the ActiveX Capabilites Test.exe application I created which will show you exactly what DirectX features are available on a particular device.
It requires .Net 3.5 to be installed.
View attachment VB.zip - Vb.Net samples
View attachment 250790 - DirectX Capability Test (install to device)
A good start
Anyone looking to get started on Mobile DirectX Development, should start with the fundimentals of the Managed DirectX Runtimes.
I recommend "Managed DirectX 9 Kick Start - Graphics and Game Programming" by Tom Miller. It's a good start into the world of Managed DirectX.
Just look at this http://www.youtube.com/watch?v=eu8avvF9yrg&NR=1
They didn't spend much time on the layout because I've seen other iPhone applications that looks just as nice.
What library do they use (or simular) and is it available for WM?
I found these but hopefully there are more and more for UI:
- Manila Interface SDK http://forum.xda-developers.com/showthread.php?t=566188
- http://beemobile4.net/
- http://www.resco.net/developer/mobileformstoolkit/features.aspx
http://silvermoon.codeplex.com/
awesome, lot of visual effect with iphone app
vua777 said:
awesome, lot of visual effect with iphone app
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Click to collapse
Do you have a link?
RAMMANN said:
http://silvermoon.codeplex.com/
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Click to collapse
Thx, i tried it immediately but it's slow. I started with VS2008 and used debug. Maybe thats the problem. Looks awesome, and for free
grrr....i hate .netcf...
google for fluid (it's on codeplex.com)
also for .net cf, but doesn't use opengl (if I'm correct)
there's no UI library for C/C++ right? So at least I hope WM 7 comes with an updated SDK....
Is that all there is?!
Now I understand why iPhone.....
ajhvdb said:
Is that all there is?!
Now I understand why iPhone.....
Click to expand...
Click to collapse
yep sadly, tho that is alls supposed to change with wm7...
Touch Control Suite
http://www.mirabyte.com/en/products/windows-mobile/touch-controls-suite-for-netcf/information.html
Well finally something with a normal price. Will investigate this Thx.
At this moment Resco seams to be the best and "priciest". Maybe someone wants to sell there Resco library because they don't use it anymore. Send me a PM.
all these .NETCF frameworks seem to me so incredible incomplete. They offer 3-4 controls and thats it. The funniest is the SDK where you can buy single controls for like $30 each.
RAMMANN said:
all these .NETCF frameworks seem to me so incredible incomplete. They offer 3-4 controls and thats it. The funniest is the SDK where you can buy single controls for like $30 each.
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Click to collapse
Yes, isn't it amazing. How the heck does ms expect me to develop for WM???
I can create the functionallity but it still doesn't look smart. On iPhone there are a lot of useless applications but they look smart.
How will this be in android? Why doesn't MS buy up Resco and release this nice UI for free. This will create a lot of new development.
Yea, I've said this countless times before. WM only needs a decent SDK or at least a nice UI library for VS2008 and some new APIs and it would by far be the best OS.
It wouldn't be hard for MS to do this.
You can make the current controls look and function like touch controls with overrides but its a pain. You can find some good howtos at http://code.msdn.microsoft.com/uiframework.
Hopefully we get better controls with Windows Mobile 7 and the next .net cf. I wonder if we will see it when Visual Studio 2010 is released a few months from now.
ajhvdb said:
Thx, i tried it immediately but it's slow. I started with VS2008 and used debug. Maybe thats the problem. Looks awesome, and for free
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Click to collapse
Silvermoon is only slow because you are running it inside emulator. Silvermoon is OpenGL control library, and since emulator doesn't support hardware acceleration, you are using software version of OpenGL rendering engine. Try running silvermoon demo on your phone directly (if you have one of the newer phones that support hardware graphic acceleration). It's actually the fastest library available (and one of the most complete).
If you want to target all phones, not only the once with newer chips and OpenGL hardware rendering, try Fluid. It's written by the same guy that wrote Silvermoon, and it's also very nice library with tones of available controls and a very good architecture (so if it's missing control you need, you can always add your own).
Other than those two, there isn't much available that is free/cheap/good on the market.
hobbbbit said:
Silvermoon is only slow because you are running it inside emulator. Silvermoon is OpenGL control library, and since emulator doesn't support hardware acceleration, you are using software version of OpenGL rendering engine. Try running silvermoon demo on your phone directly (if you have one of the newer phones that support hardware graphic acceleration). It's actually the fastest library available (and one of the most complete).
If you want to target all phones, not only the once with newer chips and OpenGL hardware rendering, try Fluid. It's written by the same guy that wrote Silvermoon, and it's also very nice library with tones of available controls and a very good architecture (so if it's missing control you need, you can always add your own).
Other than those two, there isn't much available that is free/cheap/good on the market.
Click to expand...
Click to collapse
Thx, it also slow on my Omnia II but I think it's related to openGL. Will try Fluid. It just feels strange spending so much time on the UI and still looking bad.
http://www.koushikdutta.com/search/label/WindowlessControls
This one looked ok, but I think it's dead too.
ajhvdb said:
Thx, it also slow on my Omnia II but I think it's related to openGL. Will try Fluid. It just feels strange spending so much time on the UI and still looking bad.
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Click to collapse
The reason it might be slow on Omnia II is because you might've copied libGLES_CM.dll to your phone with the rest of the application. libGLES_CM.dll is software renderer for OpenGL. So, again, no hardware acceleration. If you didn't, then it's most likely something wrong with OpenGL drivers on your Omnia.
Here's the video of how Silvermoon supposed to run with hardware acceleration working, I think it was made on Diamond 2.
http://www.youtube.com/watch?v=0OQwo0nt_ek
For a beta product, Silvermoon is one hell of a library!
What text editor do you use for your windows mobile phone?
I did a quick search for a lightweight plain text editor for Windows Mobile and I was not pleased with the results... I started to develop my own Notepad clone about 30 minutes ago and I decided perhaps I should ask around here, first, just in case there is some awesome one around that I don't know about.
So, does anyone know some great, light-weight plain text editors for Windows Mobile?
I use the one built into Total Commander - it has about the same number of features as the desktop version of Notepad
Try Jot, an excellent text editor, with rich settings and functions builtin, which is able to handle files with the size up to 30M and various encoding formats.
http://pandora.sblo.jp
If you mean editing on the phone i use Notepad. It works very well, but has a sizelimit above which it does not work anymore. Basically i use it for small/medium size mscr, xml, cpr, ini etc.
On my PC i use Wordpad.
TextPad32 - www.TextPad32.com is a awesome app for PC.
For mobile:
Tillansoft Notepad
Shimashi Notepad
Osymo Textpad
i will find links shortly...
I use CKE (http://www.animaniak.com/cke/cke_main.asp). It is old but if you are thinking of features to add to a more modern text editor, this is a good one to look at to get ideas.
TehPenguin said:
I use the one built into Total Commander - it has about the same number of features as the desktop version of Notepad
Click to expand...
Click to collapse
+1 Total Commander makes editing any txt file easy.
Using NotepadMobile on my device. More info HERE.
mccune said:
Using NotepadMobile on my device. More info HERE.
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Click to collapse
Heh, this one looks a little better than the other link that I saw about Notepad Mobile.
Interestingly enough, it looks very similar to my implementation (I actually called the project Notepad Mobile before I saw this one. ) It does seem to have all of the functionality of my own, though it lacks the keyboard shortcuts for the clipboard that I implemented with the Touch Pro 2 in mind.
EDIT: Now downloading it, I'd also notice that it poorly implements some other features such as the status bar and the font selection. It's also not nearly as light-weight as they advertise. Personally, I think Total Commander is much better implemented in features, yet it isn't stand-alone which is my only problem with it. I'm also not completely sure if you can associate file types with the text editor in Total Commander as I have implemented.
If you like this one, I will package mine and upload it a bit later in the week.
Hey there!
I'm wondering if OpenGL games, like Quake III, can be ported just like they did for Android with Kwaak3.
Does WinPho7 support OpenGL ES in addition to DX9c?
Best Regards Mr.Sir (Gustaf)
I googled around and it appears that XNA will be the only choice besides silverlight for app/game development. So if you can somehow port an OpenGL came to XNA, then yes.
Mr.Sir said:
Hey there!
I'm wondering if OpenGL games, like Quake III, can be ported just like they did for Android with Kwaak3.
Does WinPho7 support OpenGL ES in addition to DX9c?
Best Regards Mr.Sir (Gustaf)
Click to expand...
Click to collapse
Nope. It's only what you will find in XNA. There are several samples people have posted for porting on xbox 360; same code will work on the phone with VERY little changes.
So, seriously guys, no native support? I mean, when i was working at NDrive they had everything written in C++ with interfaces for each device. I doubt that any sane company will rewrite its software completly just to compete in a niche...
Even in .NET CF you COULD do some PInvokes which kinda allowed you to attempt to run a managed version of OpenGL (.NET sucked and still sucks for serious game development, obviously) which was slow as hell, but at least it was there.
So please, native support!
ei05035 said:
.NET sucked and still sucks for serious game development, obviously) which was slow as hell, but at least it was there.
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That's why it is entitled with XNA
Yup Buddy but its gud because you have to code only one time and then you can able to convert it for using on other platforms..
And by several platforms you say M$ based ones. I mean, most companies (i can give you the example of NDrive as I was there for a while) would rather code in C++ and create interfaces for specific platforms. No native code support kills it. I don't see companies renaming extensions to .cs, enabling unsafe code (pointers, etc) and giving it a good dose of whisfull thinking.
Oh and when I meant that XNA sucked for serious gaming i meant really. AAA games don't rely on that. They rely on GPU manufacters SDKs and on the good ol' DirectX SDK. This is if they don't have some housemade engine (like Crytek) similar to Shiva3D or Unity (but custom tailored).
I mean, seriously. In .NET CF 3.5, give it a go, try to natively rotate an image and resize it without manually processing the bitmap information to do so (and at the expense of CPU usage). I had to rely on DxSprites and OpenGL when I needed.
XNA is, as it was already mentioned, game-wise, a game-loop oriented tool with a few PInvokes to DirectX...
ei05035 said:
And by several platforms you say M$ based ones. I mean, most companies (i can give you the example of NDrive as I was there for a while) would rather code in C++ and create interfaces for specific platforms. No native code support kills it. I don't see companies renaming extensions to .cs, enabling unsafe code (pointers, etc) and giving it a good dose of whisfull thinking.
Oh and when I meant that XNA sucked for serious gaming i meant really. AAA games don't rely on that. They rely on GPU manufacters SDKs and on the good ol' DirectX SDK. This is if they don't have some housemade engine (like Crytek) similar to Shiva3D or Unity (but custom tailored).
I mean, seriously. In .NET CF 3.5, give it a go, try to natively rotate an image and resize it without manually processing the bitmap information to do so (and at the expense of CPU usage). I had to rely on DxSprites and OpenGL when I needed.
XNA is, as it was already mentioned, game-wise, a game-loop oriented tool with a few PInvokes to DirectX...
Click to expand...
Click to collapse
If you are so gung-ho, you could write wrappers in C++, compile the DLL and pinvoke your calls.
tyrannus said:
If you are so gung-ho, you could write wrappers in C++, compile the DLL and pinvoke your calls.
Click to expand...
Click to collapse
Exactly! Honestly for me it is the way to go. It's not that i don't like C# or .NET, quite the contrary. I'm just sorry that they lack the portability some projects require. And for me, WP7 not having native code support is a real buzz kill. What do you think?
It does have native code support but you need Microsoft's permission to get the SDK. I'm pretty sure game companies will have it if they want to make use of the GPU as much as possible.
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.
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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?