I'm cc'ing my reply to inkscape-devel, where more people will be able to comment.
On Sun, 25 Jul 2004 20:30:52 +0300, Anatoly Podlesnuk <beerubeer@...466...> wrote:
Hi
It's good idea to join spalah and inkscape.
There is some questions.
- I'm not use in spalah "items tree" of SVG nodes from sodipodi. Spalah
items tree is much simple. So I will need some help with inkscape items tree.
We haven't yet departed too far from Sodipodi's system of SPObjects tree and repr tree that are synced periodically, though we did a lot of incremental changes to it (mostly in the direction C++fying it). I don't think anything simpler than that will actually work for interactive SVG editing. Of course we will be glad to help you with it.
- Spalah uses ming library (ming.sourceforge.net) for flash generation,
so inkscape will require this library.
No problem. SWF export is a good thing to have, even if for static SVGs at first.
- What is role spalah code in inkscape? It will a part of ExportDialog
or inkscape will able to add animation to SVG objects? As I know inkscape does not support some SVG nodes that responses for animation.
Our goal is to be a complete SVG editor, and that includes animation. So we'll need to add support for all the corresponding elements and attributes. As for the UI, what I had in mind is a timeline control selecting one of the frames for editing, plus a separate preview window (based on inkview?) with actual animation. Of course, at this stage all this requires lots of thinking, planning, and experimenting.
- What about release planning, code formatting,
classes/functions/variables names?
I guess the main development principle is that CVS must always remain compilable and workable, without bad regressions. Releases are done when there's enough stuff for a new release, usually every 2 to 3 months. There's a period of code freeze and bug hunt before a release, but at other times you're free to work on your stuff. For coding style, we have a few guidelines here:
http://inkscape.sourceforge.net/doc/coding_style.php
Let me know what you think.
On Sun, 2004-07-25 at 18:54, bulia byak wrote:
I'm cc'ing my reply to inkscape-devel, where more people will be able to comment.
- Spalah uses ming library (ming.sourceforge.net) for flash generation,
so inkscape will require this library.
No problem. SWF export is a good thing to have, even if for static SVGs at first.
Note, however, that SWF export should be implemented as an extension (which is a separate binary, which can be packaged separately by distributions).
I don't want to introduce a ming dependency in the main binary.
-mental
MenTaLguY wrote:
I don't want to introduce a ming dependency in the main binary.
..they put Ming the Merciless in charge of designing California gas stations. Favoring the architecture of his native Mongo, he cruised up and down the coast erecting raygun emplacements in white stucco...
Note, however, that SWF export should be implemented as an extension (which is a separate binary, which can be packaged separately by distributions).
Yes, we have a good foundation for extensions system, thanks to Ted. It's used for printing to PS and for export at the moment. I realize that exporting an animated SVG document is a different story, but in any case it's preferable to extend the extensions interface for that, not hard-code SWF into the core.
Preview frame-by-frame does not demand inclusion ming to main binary. It's have to be part of editor. Quick solution was in spalah-0.02 http://spalah.sourceforge.net/news/img/155139567330479.jpg (at bottom of main window)
SWF export in spalah now is separate part with own structure. It's possible to make separate binary. Something like ./svg2swf --from 1.svg --to 1.swf
On Tue, 2004-07-27 at 05:38, Anatoly Podlesnuk wrote:
SWF export in spalah now is separate part with own structure. It's possible to make separate binary. Something like ./svg2swf --from 1.svg --to 1.swf
Excellent, I believe that could be made into an Inkscape extension very easily. (the extension interface is not very different from that)
-mental
On Wed, 28 Jul 2004 00:18:24 -0400, MenTaLguY <mental@...3...> wrote:
On Tue, 2004-07-27 at 05:38, Anatoly Podlesnuk wrote:
SWF export in spalah now is separate part with own structure. It's possible to make separate binary. Something like ./svg2swf --from 1.svg --to 1.swf
Excellent, I believe that could be made into an Inkscape extension very easily. (the extension interface is not very different from that)
So, Anatoly, you can start working on that any time. Please prepare a patch first, and after we review it we'll give you CVS access. If you have any questions, you can ask here or on Jabber.
From what I have to start?
I found this document about extensions http://www.inkscape.org/cgi-bin/wiki.pl?ExtensionsSystem
If I have correctly understood I have to make binary that convert SVG file to SWF file. And this binary should work separately from inkscape. So I leave my code to parse SVG file.
I offer the following plan of work 1. To alter an existing code (to make order from chaos). I do it now. 2. To add IMAGES and GRADIENTS support. Now it is possible to convert such nodes as rect, circle, ellipse, path, g, animate, animateMotion, text, tspan (in my home copy). 3. test it separatly from inkscape 4. test it with inkscape
What do you thik about it?
-----Original Message----- From: bulia byak <buliabyak@...400...> To: Anatoly Podlesnuk <beerubeer@...466...> Date: Thu, 29 Jul 2004 05:02:31 -0300 Subject: Re: [Inkscape-devel] SWF export
On Wed, 28 Jul 2004 00:18:24 -0400, MenTaLguY <mental@...3...> wrote:
On Tue, 2004-07-27 at 05:38, Anatoly Podlesnuk wrote:
SWF export in spalah now is separate part with own structure. It's possible to make separate binary. Something like ./svg2swf --from 1.svg --to 1.swf
Excellent, I believe that could be made into an Inkscape extension very easily. (the extension interface is not very different from that)
So, Anatoly, you can start working on that any time. Please prepare a patch first, and after we review it we'll give you CVS access. If you have any questions, you can ask here or on Jabber.
I offer the following plan of work
- To alter an existing code (to make order from chaos). I do it now.
- To add IMAGES and GRADIENTS support. Now it is possible to convert such nodes as rect, circle, ellipse, path, g, animate, animateMotion, text, tspan (in my home copy).
- test it separatly from inkscape
- test it with inkscape
What do you thik about it?
Sounds perfect. And, what a coincidence, there's another person who just starts to work on that area:
http://sourceforge.net/tracker/index.php?func=detail&aid=1000235&gro...
Could you please review that patch, contact the author and discuss possible collaboration or effort sharing between you, so as to prevent duplication of work?
On Thu, 29 Jul 2004, Anatoly Podlesnuk wrote:
From what I have to start?
I found this document about extensions http://www.inkscape.org/cgi-bin/wiki.pl?ExtensionsSystem
Note that this was a proposal; some of it isn't fully implemented. The key parts were implemented though and are usable in inkscape.
If I have correctly understood I have to make binary that convert SVG file to SWF file. And this binary should work separately from inkscape. So I leave my code to parse SVG file.
That's correct, although it doesn't have to be a binary. It just needs to operate on stdin and emit stdout. Optionally, it should take some cmdline options.
I offer the following plan of work
- To alter an existing code (to make order from chaos). I do it now.
- To add IMAGES and GRADIENTS support. Now it is possible to convert such nodes as rect, circle, ellipse, path, g, animate, animateMotion, text, tspan (in my home copy).
- test it separatly from inkscape
- test it with inkscape
What do you thik about it?
This looks good so far. Note that instead of:
$ ./svg2swf --from 1.svg --to 1.swf
It must work like this:
$ svg2swf 1.svg > 1.swf
which is the more standard UNIX way for such tools to behave.
Bryce
participants (5)
-
Anatoly Podlesnuk
-
Bryce Harrington
-
bulia byak
-
Jon A. Cruz
-
MenTaLguY