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Messages - wolf

#176
General Development / Re: ML UI rationalization
February 10, 2013, 05:56:14 PM
Still there. An older version of ML works fine for me.
Have you tried LV with a dark setting, too high aperture or too high speed?

Edit:
Seems to be gone. Don't know why. Sorry my mistake.
#177
General Development / Re: ML UI rationalization
February 10, 2013, 05:38:03 PM
Can somebody try LV and check if there is a grey layer like I can observe.
http://i.imgur.com/RLg1j0W.jpg
#178
General Development / Re: ML UI rationalization
February 10, 2013, 04:40:17 PM
Thanks for reply.
I have a sort of gray layer over LV. With Magic_Off it's normal.
#179
General Development / Re: ML UI rationalization
February 10, 2013, 03:30:29 PM
Nice work and good improvement IMHO.
I don't know what the color orange should suggest. Go quick? Don't go? Is it meant to read as a traffic light logic?
And not to forget that some good photographers are color-blinded.
I think that the cell height should be equal like stevefal proposed for a better understanding and appearance of the items
#180
General Development / Re: ML UI rationalization
February 10, 2013, 12:34:26 PM
@stevefal
Looks great, as well as the idea and the whole artwork you propose.
#181
I solved  a timing issue with:

press(SHOOT_HALF);
sleep(0.2);
unpress(SHOOT_HALF);

Also hiding console felt faster.
#183
General Help Q&A / Re: 550D (t2i) wont power up. ML?
February 08, 2013, 05:58:57 PM
Did you change the firmware with the firmware file that came with ML or just made your SD-card bootable?

If your card is boot flagged and the autoexec.bin is corrupted somehow or missing it could behave like you did describe.
Have you tried a card that is for sure not boot flagged?
#184
General Development / Re: ML UI rationalization
February 08, 2013, 12:43:49 AM
I think it is strange to open a submenu window with SET and with another pressing of  SET being able change the first value.
So I suggest a [BACK] to the menu entry on top. Pressing SET two times brings you  back again being sure that you didn't accidentally change a value.
Beside that I really think that there are too many different icons which let ML appear more difficult to handle with than it actually is.

#185
General Development / Re: ML UI rationalization
February 07, 2013, 06:17:00 PM
Is it intended that the other items are faded out or is it just because of the development version?

#186
General Development / Re: ML UI rationalization
February 06, 2013, 01:49:35 PM
I guess only a few people had the opportunity to take a look at the different styles and flavors of ML-bleeding-edge. That's my only concern with this settlement.
Building open source software is mostly a kind of meritocratic way in terms of decisions making and I'm fine with that.
I think fullscreen submenus are better.
#187
Archived scripts / Re: PicoC scripting API
February 06, 2013, 12:21:43 PM
Wrote a very basic and rough picoc-ml parser bash script to try and test a script outside the camera. I just implemented the functions I needed lately.
Usage: ml_picoc_parser.sh "script-file"

parser:

#!/bin/bash
# ml_picoc_parser.sh
echo "//temporary file just delete me" > foo.c
echo "#include<ml_functions.h>" >> foo.c
FILE=$1
while read line;do
        a=( $line )
        if [ "${a[0]}" = "@param" ];then
                echo "int ${a[1]};" >> foo.c
        fi
        if [ "${a[0]}" = "@default" ];then
                echo "${a[1]}=${a[2]};" >> foo.c
        fi
done < "$FILE"
cat $1>>foo.c

picoc -s foo.c



ml_functions.h can be easily extended

// ml_functions.h

#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <unistd.h>

#define SHOOT_HALF 0
#define SHOOT_FULL 1

void beep()
{
    printf("beep\n");
}

void sleep(float n)
{
usleep((int)(n*1000000));
}

void click(int x)
{
if (x==0)
    printf("click(SHOOT_HALF)\n");
if (x==1)
    printf("click(SHOOT_FULL)\n");
}

void console_show()
{
    printf("console_show\n");
}

void console_hide()
{
    printf("console_hide\n");
}


void display_on()
{
    printf("display_on\n");
}


void display_off()
{
    printf("display_off\n");
}


void lv_pause()
{
    printf("lv_pause\n");
}


void lv_resume()
{
    printf("lv_resume\n");
}


#188
General Development / Re: ML UI rationalization
February 06, 2013, 11:56:38 AM
Quotethe way for ml nor the Windows8/GNOME ("People get confused by windows, you want full screen")
using arch and mate-desktop and did not get confuse by full screen submenu. I just prefer simplicity, but I can deal with small submenus as well.   :)

QuoteSo here it goes: Imho the full screen submenus are a major slowdown for navigating ml - I have to re-think "where am I?"

So my proposal is to keep the fullscreen submenu, if this is technically possibly, in the script menu. The advantage of more parameters is obvious and for scripts with no parameters it appears less confusing or clearer to me.

#189
General Development / Re: ML UI rationalization
February 05, 2013, 12:25:02 AM
I think that the "one handed operation" is the best way to work with ML.

What if the trashcan button only exits the current menu to the level above and from the top level it exits?
So from a submenu it's needed to press the trashcan button two times or press half shutter to exit.
When I shoot, I mostly use half shutter to exit ML because it's the most simple way for me.
#190
General Development / Re: ML UI rationalization
February 04, 2013, 01:49:00 PM
First, thanks to the dev department that put so much effort into the gui.  :)
I like this new look very much.


I have to admit, that I like the submenu style more the way stevefal suggested it. I'm not afraid of getting lost in the submenu when there is no window and think there is too much information which is not needed displayed.  If you exit the submenu you are in the main menu again after pressing trashcan. I mean it's not possible to enter the ML menu inside a submenu.


BTW. It's great that it's possible to hide items in the submenu.
#191
General Development / Re: ML UI rationalization
February 02, 2013, 12:29:55 PM
@stevefal I like the design of your submenu. It looks cleaner and doesn't change size depending on the entries.
In my opinion fast and easy editing of features should have priority.
#192
General Development / Re: PtpCam compile error
January 29, 2013, 06:24:59 PM
You need to install  libusb-dev depending on your distribution.
#193
I can't compile ML with plugins=y when in console.c the line #179 begins with static.
Without it works, but I dont't know, if it's important for console_vprintf to be static.

static int console_vprintf(const char* fmt, va_list ap) // don't DebugMsg from here!
{
    char buf[256];
    int len = vsnprintf( buf, 255, fmt, ap );
    console_puts(buf);
return len;
}

#194
Beautiful!
I like "Man meets the sea".
#195
Archived scripts / Re: PicoC scripting API
January 27, 2013, 09:35:20 PM
Does anybody know if the letters of @param have to be in alphabetical order? I get incorrect Parameter Text when letters aren't in order.
#196
Archived scripts / Re: PicoC scripting API
January 27, 2013, 01:03:20 PM
I just thought while trying picoc, if it would be better to change the menu items and add an exit option when selecting a script instead of open a submenu.

QuoteCreating menus on the fly it's a bit tricky, I prefer to avoid it.
also changing?

The benefit of it would  be that the selected script would be already present when switching back to ML after LV for example.

The main reason for my timelaps script was , that I wanted to know the duration of the timelaps and to play with ML.  ;)
But I am not sure if interactivity is that important,  I guess in most scripts it's not needed. If it is needed, it can be already done!

My first script: I always wanted to take a picture at a specific time!
/*
@title Shoot at a time
@param h Hour
@range h 0 23
@param m Minute
@range m 0 59
@param s Second
@range s 0 59
*/
struct tm * t = get_time();
int hour,minute,second;
while ((hour != h) ||  (minute != m) ||  (second != s))
{
    t = get_time();
    hour = t->hour;
    minute = t-> minute;
    second = t->second;
    sleep(0.9);
}
takepic();
printf("Done :)\n");



#197
Archived scripts / Re: PicoC scripting API
January 26, 2013, 11:37:50 PM
Only for design reasons, is it very unlikely that the menu could be interactive one day? I am very happy with ML the way it is right now.

And do you think "bmp_printf" should be added to the API, I guess it's not that hard.
In my plugin I print some info with small letters in the corner.
#198
Archived scripts / Re: PicoC scripting API
January 26, 2013, 11:20:57 PM
Is there a possibilty to display a string which can be updated?

I try to change it to picoc runable without displaying the lasting time human readable.


....
        .name = "Duration",
        .priv = &v,
        .max = 0,
        .choices = (const char *[]) {time_str},
        .help = "",
....
....
char* sec_to_time(int seconds)
{
    int minutes, hours;
    hours=seconds % 86400 / 3600;
    minutes=seconds % 3600 / 60;
    seconds=seconds % 60;
    const char colon[] = ":";
    snprintf(time_str,sizeof(time_str), "%02d%s%02d%s%02d",hours,colon,minutes,colon,seconds );
    return time_str;
}
.....
#199
Archived scripts / Re: PicoC scripting API
January 26, 2013, 01:06:25 PM
I think it's dynamically. I changed the testplug.c and it's possible to add a menu after ML has started.

#200
Archived scripts / Re: PicoC scripting API
January 26, 2013, 12:55:54 PM
Is it possible to extend the API to add a new menu entry with

menu_add( "NewMenu", New_menus, COUNT(New_menus) );

The menu is already made for changing values and does it very good. This routine sets even the icons automatically.
The menu panel could also serve as a console.
I can imagine that it's not that easy and there is no menu_go_away() function.