Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

LateNight :: Redesign part 2 #2342

Merged
merged 116 commits into from
Dec 8, 2019
Merged

Conversation

ronso0
Copy link
Member

@ronso0 ronso0 commented Nov 1, 2019

last major addon to the LateNight redesign.
A few more changes to make LateNight more consistent

  • elegant slider scales
  • tweaked knob scales, groove around knobs
  • additional pin sharp graphics for smaller knobs (Master mixer, Fx mix & Super knob)
  • tweak some local contrasts (xFader buttons, seapartor grooves in decks etc.)
  • adjusted margins (Fx units, mic/Aux decks)

..and a general overhaul of the pushbutton templates:

  • common border images (per button size) to facilitate design experiments and creating color schemes
  • an alternative border image for buttons in elevated top-level regions (rate controls, mixer, Fx unit controls, ...)

ToDo

  • _scheme variables for buttons, knobs, sliders for Flip scheme
  • update skin preview

[WIP screenshots, updated frequently]
now:
latenight-classic

new Flip scheme:
latenight-flip

before:
latenigt-before

@ywwg
Copy link
Member

ywwg commented Nov 1, 2019

Looking good! It's nice to see the skin's internal inconsistencies get resolved :)

Is there a need for a mid-point tick mark on the channel faders? It looks a little out of place, and depending on the fade curve it doesn't represent a useful value (like "1/2 volume"). (the old accents at 25%, 50%, and 75% didn't make sense either).

By contrast, for the rate sliders, can we emphasize the midpoint a little more? That's an important notch.

@ronso0
Copy link
Member Author

ronso0 commented Nov 1, 2019

Is there a need for a mid-point tick mark on the channel faders? It looks a little out of place, and depending on the fade curve it doesn't represent a useful value

No, it's just deco. At first try they looked a bit naked without it.

By contrast, for the rate sliders, can we emphasize the midpoint a little more

Sure.

About the inconsistencies, I'm not entirely happy with the 3D buttons, now they just don't keep up with the rest of the skin. Any idea how to improve them, maybe just a different border? It's tedious to test because the border is set with each icon individually.

@ywwg
Copy link
Member

ywwg commented Nov 1, 2019

No, it's just deco. At first try they looked a bit naked without it.

let's try without and see how it looks.

I'm not entirely happy with the 3D buttons

which buttons are those?

@ronso0
Copy link
Member Author

ronso0 commented Nov 1, 2019

Yeah no worries, I'll remove the center notch.

For me, 3D buttons are basically all elevated buttons with drop shadow and round corners. IMO they still look a bit dull, especially when close to a slider like the rate buttons or Headphone buttons in te mixer.
Simply embedding them like Fx unit controls buttons doesn't look super either because of the low contrast but it's step into the right direction I guess. Gimp draft:
image

@ronso0
Copy link
Member Author

ronso0 commented Nov 1, 2019

actually these are two separate ideas to improve the 3D buttons:

  • embed buttons in a top-level section (mixer pfl, rate section)
  • tweak 3D buttons in embedded sections (like deck transport row, sampler hotcues, mic buttons)

@ywwg
Copy link
Member

ywwg commented Nov 3, 2019

I'm having trouble seeing the difference, can you attach a side-by-side comparison?

@ronso0
Copy link
Member Author

ronso0 commented Nov 3, 2019

The above picture is just a sketch how the rate buttons could look like.
Anyway, I was annoyed that if I want to change the button borders I'd need to do it for each button (and each state!) individually because the icons are set via Pressed Unpressed in button xml templates.
Anyway, yesterday I found a way to have a common border/bg icon file -at least for all square buttons- and still idividual icons, and now I can show the ideas 'live' very easily.
[yes, there's css border-image but the pressed state can only be styled for QPushButtons, for WPushButton it just doesn't work, an no-one with Qt widget skills took care of that bug yet lp:1836967]

@Be-ing
Copy link
Contributor

Be-ing commented Nov 3, 2019

By contrast, for the rate sliders, can we emphasize the midpoint a little more? That's an important notch.

It would be nice to have a center indicator for the EQ and gain knobs too. Perhaps a gap in the outer arc would work. That would require some changes to the WKnobComposed C++ and there's no particular need to do it in this PR.

@ronso0
Copy link
Member Author

ronso0 commented Nov 4, 2019

@Be-ing LateNight knobs don't use arcs from #2275 yet.

@ywwg
Copy link
Member

ywwg commented Nov 4, 2019

I find it easier to see the buttons with the brighter borders -- cue/play-pause vs the rate buttons. But I support the new templating method and experimentation.

@ronso0 ronso0 changed the title LateNight :: modern sliders LateNight :: Redesign part 2 Nov 5, 2019
@ronso0
Copy link
Member Author

ronso0 commented Nov 5, 2019

@ywwg How do you feel about this version?
(EQ kill and tiny buttons at the right aren't styled yet)
image

@ronso0 ronso0 closed this Nov 5, 2019
@ronso0 ronso0 reopened this Nov 5, 2019
@ywwg
Copy link
Member

ywwg commented Nov 5, 2019

so far so good! I like how they look more physical now without being cheesy

@Holzhaus
Copy link
Member

Holzhaus commented Nov 5, 2019

@ronso0 I like it, too.

@ronso0
Copy link
Member Author

ronso0 commented Nov 5, 2019

so far so good! I like how they look more physical now without being cheesy

yeah, that was the idea!

when I tried to remove the 'cheese' from the elevated transport buttons I came up with this,
and I love it:
image
EQ kill buttons might be hard to spot with difficult lighting as they don't have icons yet so I tested the H/M/L labels which @nopeppermint mentioned elsewhere. Still need to adjust the font color but I think it could work..

@ronso0
Copy link
Member Author

ronso0 commented Nov 5, 2019

now I just need to filter that dumpload of changes so the commits are speccific.

@ywwg
Copy link
Member

ywwg commented Nov 5, 2019

the rewind button looks misaligned from the others somehow. But the look is good

@ronso0
Copy link
Member Author

ronso0 commented Dec 8, 2019

Previews added, ready to merge.

@Be-ing
Copy link
Contributor

Be-ing commented Dec 8, 2019

Why is the play button orange when active unlike any other button?

Please get rid of this and just make the button red with play_indicator. Whatever other complication you were trying to implement, it isn't working. If you want to implement it in another PR we can focus on it then. Otherwise looks great to me!

@Be-ing
Copy link
Contributor

Be-ing commented Dec 8, 2019

Now there is a new bug that sometimes the play button is unlit when the track is playing...

@ronso0
Copy link
Member Author

ronso0 commented Dec 8, 2019

Why is the play button orange when active unlike any other button?

Please get rid of this and just make the button red with play_indicator. Whatever other complication you were trying to implement, it isn't working. If you want to implement it in another PR we can focus on it then. Otherwise looks great to me!

Removed.
Though this is no 'complication' but a valid combination of value and highlight and it would help if you can decsribe the situation where it doesn't work for you.

@ronso0 ronso0 force-pushed the latenight-sliders-knobs branch from 8ca6ef2 to 91cd286 Compare December 8, 2019 15:05
@ronso0
Copy link
Member Author

ronso0 commented Dec 8, 2019

Now there is a new bug that sometimes the play button is unlit when the track is playing...

Fixed.

@Be-ing
Copy link
Contributor

Be-ing commented Dec 8, 2019

Not completely fixed. Sometimes when starting to play from the cue point, the play button stays unlit.

What cue mode do you use? I use Numark mode.

Though this is no 'complication' but a valid combination of value and highlight and it would help if you can decsribe the situation where it doesn't work for you.

I cannot identify how to reproduce it reliably. IME trying to combine multiple states in complex logic in the skin system creates unreliable results.

@ronso0
Copy link
Member Author

ronso0 commented Dec 8, 2019

Not completely fixed. Sometimes when starting to play from the cue point, the play button stays unlit.

I reset all play buttons to their functionality before this PR.

It's still not disoverable that pressing Play while playing from Cue or hotcue would switch to continues playback. IMO we should implement a indicator to skins. I did this in Tango: there it's a button stack so it works reliably.
We should also add a hint to hotcue tooltips. I'll try to fix that in #2379

@Be-ing
Copy link
Contributor

Be-ing commented Dec 8, 2019

Still not fixed. Sometimes pressing play does not light the play button. When this happens, I see the cue button briefly light up and immediately go unlit. I cannot reproduce it 100% of the time, but if I repeatedly press the play button it happens sometimes. This is with Numark cue mode. I tested with LateNight in master and cannot reproduce this.

@ronso0
Copy link
Member Author

ronso0 commented Dec 8, 2019

okay, so appearantly it makes a difference (and also depends on Cue mode?) if value or displayValue is used.
I now use displayValue like in the other skins.

@Be-ing
Copy link
Contributor

Be-ing commented Dec 8, 2019

Still not fixed :/ Are you able to reproduce the bug with Numark mode?

@ronso0
Copy link
Member Author

ronso0 commented Dec 8, 2019

Yes, with Numark mode I can reproduce this, but only in developer mode.

Actually the controls used for the button are exactly like they are for ages in Tango and Deere. We should see the exact same behaviour there.
In Numark mode, pressing Play when paused not at Cue point moves Cue point there and starts playing. So Cue button can be lit for a few miliseconds. Seems the skin can't catch up with control changes because in LateNight repainting might need more ressources as it also swaps the pixmap (which is irritating because it uses state1 pressed image for blinking and indicating playing_from_cue).

That said, this can be merged now, and we should take care of this for all skins in another PR.

Btw, using value (group,play_indicator?) also for the icon of PlayToggle in Deere is confusing as the button not just blinks but also cycles play & pause icon when paused not at the Cue point.

@Be-ing
Copy link
Contributor

Be-ing commented Dec 8, 2019

I am able to reproduce it without developer mode, but you are correct, this bug is not exclusive to LateNight so I'll merge this now. In Tango, instead of the play button not being lit, it has a highlighted border instead of switching to the pause icon with the typical highlighted (orange) background. IMO this is a serious bug that we should take care of ASAP. The state of the play button is very important.

@Be-ing Be-ing merged commit 3be15a4 into mixxxdj:master Dec 8, 2019
@ronso0
Copy link
Member Author

ronso0 commented Dec 8, 2019

🎉

@Holzhaus
Copy link
Member

Holzhaus commented Dec 8, 2019

@ronso0 I checked current master using qsscheck and it tells me:

./res/skins/LateNight/style.qss:13:1: Unknown widget class "WText"

Is this a false positive?

@ronso0
Copy link
Member Author

ronso0 commented Dec 8, 2019

IMO this is a serious bug that we should take care of ASAP. The state of the play button is very important.

https://bugs.launchpad.net/mixxx/+bug/1855620

In Tango, instead of the play button not being lit, it has a highlighted border instead of switching to the pause icon with the typical highlighted (orange) background.

That's the indicator I referred to earlier: lit when playing from cue.

@ronso0
Copy link
Member Author

ronso0 commented Dec 8, 2019

@ronso0 I checked current master using qsscheck and it tells me:

./res/skins/LateNight/style.qss:13:1: Unknown widget class "WText"

Is this a false positive?

Oops,.. There's only WTrackText, idk why I added WText.
So the result is correct.
There'll be a follow-up anyway, beacuse I messed up the embedded play buttons in mini decks and samplers..

@ronso0 ronso0 deleted the latenight-sliders-knobs branch December 8, 2019 21:31
@Holzhaus
Copy link
Member

Holzhaus commented Dec 8, 2019

No problem, I'll just open a new PR with just this fix, so that we can merge #2375 ASAP. Then the CI will be able to complain about this beforehand ;-)

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Projects
None yet
Development

Successfully merging this pull request may close these issues.

8 participants