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    The in-development Maemo 5 Community SSU

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    tokag | # 801 | 2011-02-22, 05:52 | Report

    Originally Posted by dannycamps View Post
    I'm experiencing the same thing - from the desktop, the launcher works and rotates normally. If I load any app while holding the device in landscape mode, it will not rotate no matter what I do (including CTRL-SHIFT-R). If I hold the device in portrait mode and launch the app, it will launch then rotate to portrait and stay there until I quit the app.

    Also - one small nuisance - I seem to have lost my transition fade effects for the launcher as well.

    Any thoughts, ideas - maybe someone who has this all working can share their transitions.ini file?
    ok good. i'm glad it wasn't just me. as for your fade effects, i am afraid i can't be of much assistance. i tweaked the hell out of my transitions.ini file to eliminate such effects in favor of a snappier ux. there is a program "Transitioncontrol" in extra-devel which you can use to easily adjust and test different values with. otherwise someone else may be kind enough to share their experiences/file with you.

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    Changegames | # 802 | 2011-02-22, 06:01 | Report

    all you gotta do to make it landscape again is just open your hardware keyboard and close it it will stay landscape rather than exiting your portrait app...

    Thank You for all the People behind this...

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    Last edited by Changegames; 2011-02-22 at 06:11.

     
    TMavica | # 803 | 2011-02-22, 06:05 | Report

    To lsolano

    u should go to your theme directory , there have its own transition.ini there

    example? /usr/share/theme/humidity/transitions.ini

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    The Following 2 Users Say Thank You to TMavica For This Useful Post:
    Dark_Angel85, lsolano

     
    Dark_Angel85 | # 804 | 2011-02-22, 06:44 | Report

    well... obviously the whole rotation concept is still very new and in time, i'm sure the fixes will come soon...

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    tokag | # 805 | 2011-02-22, 06:54 | Report

    Originally Posted by Dark_Angel85 View Post
    well... obviously the whole rotation concept is still very new and in time, i'm sure the fixes will come soon...
    true that. it has it quirks, but i am very grateful for all the work the Community SSU team as put in so far. great stuff guys! thank you.

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    The Following User Says Thank You to tokag For This Useful Post:
    F2thaK

     
    sachin007 | # 806 | 2011-02-22, 07:02 | Report

    Help. I cannot update the community cssu from my app manager. I see the update in my manager and click update. The update which is 225 kb is downloaded and installed. I get a notice saying that the system is successfully updated and then my phone reboots. At the nokia white screen it says installing update and it stops at 6% and the phone switches off.
    Please advice.

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    Dark_Angel85 | # 807 | 2011-02-22, 07:27 | Report

    one thing I'm really loving is that it doesn't just rotate apps but it also rotates things like the contact popups, and other menus that are on the desktop.... that's just the bomb...

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    sygys | # 808 | 2011-02-22, 07:31 | Report

    Man i love this portrait mode!!! i hope we will see more portrai very soon!! i cant wait!!!

    one thing: is it intended that when you connect n900 to pc you only have the portrait mode usb menu when holding in landscape. i think it should go both landscape and portrait.

    for the rest I LOVE YOU GUYS NOW!!

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    DeeGee | # 809 | 2011-02-22, 07:40 | Report

    Originally Posted by Dark_Angel85 View Post
    reboot?
    did you change radius and radius_more to more than 3?
    I have rebooted several times. What effect do radius and radius_more have on the task switcher? On the blur effect I could understand them having some effect, but the task switcher is still the old style. And even after todays update it's still not working.
    Is there something obviously wrong in this transitions.ini? I just changed the new bits to try them out.
    Code:
    # This file contains timings and values for transitions in hildon-desktop
    # duration = time in milliseconds
    # zoom = amount to zoom out the background. 1 = none, 0.5 = zoom to half size
    # radius = radius of blur (this is actually the number of blur iterations,
    #          so the bigger the number the longer it takes)
    # saturation = the amount of colour left in the background (0 = grey, 1 = normal)
    # brightness = brightness of the background (0 = black, 1 = normal)          
    
    [blur]
    turbo = 0
    duration = 250
    
    # Zoom out of the task navigator before it fades out
    # -- zoom: how much to scale the switcher when going to launcher
    #       (the second layer of the launcher would scale it twice
    #        as much but the switcher is hidden by that time currently)
    # -- zoom_for_home: how much to scale the switcher when leaving for home
    # -- zoom_duration: the number of miliseconds to spend on zooming
    #            a thumbnail
    # -- fly_duration: how long should it take for the thumbnails to rearrange
    # -- notifade_in/out: time to fade the notifications
    # 
    [task_nav]
    zoom = 0.85
    zoom_for_home = 1.4
    zoom_duration = 250
    fly_duration = 250
    notifade_in = 150
    notifade_out = 150
    tile_font = Nokia Sans 15
    
    # Blurring of the home view
    # -- radius: amount of iterations of blur filter to perform when not zoooming
    #            eg. for dialogs
    # -- radius_more: amount of iterations of blur filter to perform when zooming
    #                 eg. for launcher/task navigator
    # -- saturation: saturation of the background when blurred
    # -- brightness: brightness of the background when blurred
    # -- zoom: Basic amount to scale the home view by (gets multiplied by how many 
    #          'levels' deep the UI is - eg. launcher is one level, launcher submenu
    #          is another)
    # -- zoom_applets: Amount to scale applets by when zooming out
    [home]
    radius = 12
    radius_more = 16
    saturation = 0.8
    brightness = 0.4
    zoom = 0.93
    zoom_applets = 0.85
    
    # These control the deceleration of the launcher pages.  When panning freely
    # (decelerating) the velocity of the launcher page is adjusted by this much.
    # strong_deceleration_rate is effective in the bouncing zones.  Uncomment if
    # you want faster panning.
    [launcher]
    #deceleration_rate = 0.98
    #strong_deceleration_rate = 0.7
    
    # The glow effect around launcher buttons
    [launcher_glow]
    duration_in = 100
    duration_out = 200
    radius = 10
    brightness = 0.75
    
    # The items below are for the transitions that are applied
    # to a 'page' of launcher icons
    # -- duration: time in ms
    # -- depth: amount to move icons backwards and forwards (with perspective)
    #           this is pretty much how big or small the icons get     
    # -- sequenced: for in and in_sub, whether icons swoop nicely in (1)
    #               or whether they just all zoom in as one (0)
    # -- keyframes: A list of values that are linearly interpolated between 
    #               to produce the movement of the launcher tiles. There can 
    #               be any number of values as long as there are 2 or more. 
    #               <1 means nearer the viewer, >1 means further away
    # -- keyframes_label: The values used for fading in the labels. 0=transparent
    #                     1=opaque
    # -- keyframes_icon: The values used for fading in the icons. 0=transparent
    #                     1=opaque
    # Launcher top layer first appearing
    [launcher_in]
    duration = 250
    sequenced = 0
    depth = 225
    keyframes = 0,0.17,0.39,0.65,0.87,1.13,1.26,1.22,1.17,1.13,1.09,1.04,1,1,1,1,1,1,1,1,1
    keyframes_icon = 0,0.1,0.2,0.3,0.4,0.5,0.6,0.7,0.8,0.9,1,1,1,1,1,1,1,1,1,1,1
    keyframes_label = 0,0,0,0,0,0,0,0,0,0,0,0.1,0.2,0.3,0.4,0.5,0.6,0.7,0.8,0.9,1
    
    # Launcher top layer disappearing
    [launcher_out]
    duration = 250
    depth = 150
    
    # launcher top layer disappearing when a layer in front
    [launcher_out_back]
    duration = 250
    depth = 150
    
    # launch animation
    # duration_out - amount of time to take when fading the launcher out and application in
    # delay - the amount of time to wait after the window has appeared before we fade out
    #         (this time is *included* in duration_out, so it must be <= duration_out)  
    [launcher_launch]
    duration = 400
    delay = 500
    duration_out = 700
    depth = 100
    
    # sub-menu appearing
    [launcher_in_sub]
    duration = 250
    sequenced = 0
    depth = 200
    keyframes = 0,0.17,0.39,0.65,0.87,1.13,1.26,1.22,1.17,1.13,1.09,1.04,1,1,1,1,1,1,1,1,1
    keyframes_icon = 0,0.1,0.2,0.3,0.4,0.5,0.6,0.7,0.8,0.9,1,1,1,1,1,1,1,1,1,1,1
    keyframes_label = 0,0,0,0,0,0,0,0,0,0,0,0.1,0.2,0.3,0.4,0.5,0.6,0.7,0.8,0.9,1
    
    # sub-menu disappearing
    [launcher_out_sub]
    duration = 250
    depth = 150
    
    # main disappearing when sub-menu appears
    [launcher_back]
    duration = 250
    depth = 150
    
    # main appearing when sub-menu disappears
    [launcher_forward]
    duration = 250
    depth = 100
    
    # Screen rotation transition
    # duration_in = time for rotation before blanking
    # duration_out = time for rotation after blanking
    # damage_timeout = in the rotation transition, the amount of milliseconds to
    #                  leave after we get a damage event before we transition back
    #                  from blanking.
    # damage_timeout_max = maximum amount of time we may wait if we keep getting
    #                      damage events.
    # angle = rotation angle for each transition, in degrees. Ideally this is set
    #         so that the screen looks like it keeps turning at the same speed 
    #         during blanking. 0 is none, 90 degrees is side-on
    [rotate]
    duration_in = 200
    duration_out = 200
    damage_timeout = 0
    damage_timeout_plus = 0
    damage_timeout_max = 0
    angle = 45
    # changed from 100 in order to reduce jerkiness of transition (also changed the 
    # fade-out so it doesn't fade to black completely)
    
    # App close transition
    [app_close]
    duration = 450
    
    # Popup for dialogs and status menu
    [popup]
    duration_in = 250
    duration_out = 250
    
    # Fade in for banners
    # _alpha specifies the final transparency of various things
    # currently only banner_note and info_note are supported
    [fade]
    duration_in = 200
    duration_out = 500
    banner_note_alpha = 0.85
    info_note_alpha = 0.85
    
    # Transition for notification previews
    [notification]
    is_cool = 0
    duration_in = 400
    duration_out = 450
    
    # Sliding subview window transition
    [subview]
    duration_in = 250
    duration_out = 250
    
    [loading_timeout]
    # This is multiplied by the load average to find the timeout
    # in seconds. before "Unable to load" is displayed.  There is
    # a minimum of 10s.
    load_average_factor = 7.5
    
    # Edit mode configuration
    [edit_mode]
    snap_grid_size = 4
    # Set to 0 if snap to grid should be only happen when widget is released
    snap_to_grid_while_move = 1
    
    ##
    # Special tweaks (a restart might be required)
    ##
    [thp_tweaks]
    # Blurless desaturation (0 = default, 1 = MeeGo/Symbian-style)
    blurless = 1
    
    # Bigger task switcher (0 = default, 1 = single column, 2 = two columns)
    taskswitcher = 1
    
    # Rotation around the Z axis (0 = rotate around X/Y, 1 = rotate around Z)
    zaxisrotation = 1
    
    # Forced app auto-rotation (0 = default, 1 = auto-rotate every app)
    forcerotation = 0
    
    # Popup feedback using the "tactile" utility (0 = disabled, 1 = enabled)
    # You need to install "tactile" from the maemo.org repositories for this
    tactilepopups = 1
    [edit] Aah, someone was nice enought to mention in the wiki that used themes own transitions.ini overrides the /user/share/hildon-desktop/transitions.ini file. That was my problem.

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    Last edited by DeeGee; 2011-02-22 at 09:39.

     
    Dark_Angel85 | # 810 | 2011-02-22, 07:47 | Report

    Originally Posted by DeeGee View Post
    I have rebooted several times. What effect do radius and radius_more have on the task switcher? On the blur effect I could understand them having some effect, but the task switcher is still the old style. And even after todays update it's still not working.
    Is there something obviously wrong in this transitions.ini? I just changed the new bits to try them out.
    Code:
    # This file contains timings and values for transitions in hildon-desktop
    # duration = time in milliseconds
    # zoom = amount to zoom out the background. 1 = none, 0.5 = zoom to half size
    # radius = radius of blur (this is actually the number of blur iterations,
    #          so the bigger the number the longer it takes)
    # saturation = the amount of colour left in the background (0 = grey, 1 = normal)
    # brightness = brightness of the background (0 = black, 1 = normal)          
    
    [blur]
    turbo = 0
    duration = 250
    
    # Zoom out of the task navigator before it fades out
    # -- zoom: how much to scale the switcher when going to launcher
    #       (the second layer of the launcher would scale it twice
    #        as much but the switcher is hidden by that time currently)
    # -- zoom_for_home: how much to scale the switcher when leaving for home
    # -- zoom_duration: the number of miliseconds to spend on zooming
    #            a thumbnail
    # -- fly_duration: how long should it take for the thumbnails to rearrange
    # -- notifade_in/out: time to fade the notifications
    # 
    [task_nav]
    zoom = 0.85
    zoom_for_home = 1.4
    zoom_duration = 250
    fly_duration = 250
    notifade_in = 150
    notifade_out = 150
    tile_font = Nokia Sans 15
    
    # Blurring of the home view
    # -- radius: amount of iterations of blur filter to perform when not zoooming
    #            eg. for dialogs
    # -- radius_more: amount of iterations of blur filter to perform when zooming
    #                 eg. for launcher/task navigator
    # -- saturation: saturation of the background when blurred
    # -- brightness: brightness of the background when blurred
    # -- zoom: Basic amount to scale the home view by (gets multiplied by how many 
    #          'levels' deep the UI is - eg. launcher is one level, launcher submenu
    #          is another)
    # -- zoom_applets: Amount to scale applets by when zooming out
    [home]
    radius = 12
    radius_more = 16
    saturation = 0.8
    brightness = 0.4
    zoom = 0.93
    zoom_applets = 0.85
    
    # These control the deceleration of the launcher pages.  When panning freely
    # (decelerating) the velocity of the launcher page is adjusted by this much.
    # strong_deceleration_rate is effective in the bouncing zones.  Uncomment if
    # you want faster panning.
    [launcher]
    #deceleration_rate = 0.98
    #strong_deceleration_rate = 0.7
    
    # The glow effect around launcher buttons
    [launcher_glow]
    duration_in = 100
    duration_out = 200
    radius = 10
    brightness = 0.75
    
    # The items below are for the transitions that are applied
    # to a 'page' of launcher icons
    # -- duration: time in ms
    # -- depth: amount to move icons backwards and forwards (with perspective)
    #           this is pretty much how big or small the icons get     
    # -- sequenced: for in and in_sub, whether icons swoop nicely in (1)
    #               or whether they just all zoom in as one (0)
    # -- keyframes: A list of values that are linearly interpolated between 
    #               to produce the movement of the launcher tiles. There can 
    #               be any number of values as long as there are 2 or more. 
    #               <1 means nearer the viewer, >1 means further away
    # -- keyframes_label: The values used for fading in the labels. 0=transparent
    #                     1=opaque
    # -- keyframes_icon: The values used for fading in the icons. 0=transparent
    #                     1=opaque
    # Launcher top layer first appearing
    [launcher_in]
    duration = 250
    sequenced = 0
    depth = 225
    keyframes = 0,0.17,0.39,0.65,0.87,1.13,1.26,1.22,1.17,1.13,1.09,1.04,1,1,1,1,1,1,1,1,1
    keyframes_icon = 0,0.1,0.2,0.3,0.4,0.5,0.6,0.7,0.8,0.9,1,1,1,1,1,1,1,1,1,1,1
    keyframes_label = 0,0,0,0,0,0,0,0,0,0,0,0.1,0.2,0.3,0.4,0.5,0.6,0.7,0.8,0.9,1
    
    # Launcher top layer disappearing
    [launcher_out]
    duration = 250
    depth = 150
    
    # launcher top layer disappearing when a layer in front
    [launcher_out_back]
    duration = 250
    depth = 150
    
    # launch animation
    # duration_out - amount of time to take when fading the launcher out and application in
    # delay - the amount of time to wait after the window has appeared before we fade out
    #         (this time is *included* in duration_out, so it must be <= duration_out)  
    [launcher_launch]
    duration = 400
    delay = 500
    duration_out = 700
    depth = 100
    
    # sub-menu appearing
    [launcher_in_sub]
    duration = 250
    sequenced = 0
    depth = 200
    keyframes = 0,0.17,0.39,0.65,0.87,1.13,1.26,1.22,1.17,1.13,1.09,1.04,1,1,1,1,1,1,1,1,1
    keyframes_icon = 0,0.1,0.2,0.3,0.4,0.5,0.6,0.7,0.8,0.9,1,1,1,1,1,1,1,1,1,1,1
    keyframes_label = 0,0,0,0,0,0,0,0,0,0,0,0.1,0.2,0.3,0.4,0.5,0.6,0.7,0.8,0.9,1
    
    # sub-menu disappearing
    [launcher_out_sub]
    duration = 250
    depth = 150
    
    # main disappearing when sub-menu appears
    [launcher_back]
    duration = 250
    depth = 150
    
    # main appearing when sub-menu disappears
    [launcher_forward]
    duration = 250
    depth = 100
    
    # Screen rotation transition
    # duration_in = time for rotation before blanking
    # duration_out = time for rotation after blanking
    # damage_timeout = in the rotation transition, the amount of milliseconds to
    #                  leave after we get a damage event before we transition back
    #                  from blanking.
    # damage_timeout_max = maximum amount of time we may wait if we keep getting
    #                      damage events.
    # angle = rotation angle for each transition, in degrees. Ideally this is set
    #         so that the screen looks like it keeps turning at the same speed 
    #         during blanking. 0 is none, 90 degrees is side-on
    [rotate]
    duration_in = 200
    duration_out = 200
    damage_timeout = 0
    damage_timeout_plus = 0
    damage_timeout_max = 0
    angle = 45
    # changed from 100 in order to reduce jerkiness of transition (also changed the 
    # fade-out so it doesn't fade to black completely)
    
    # App close transition
    [app_close]
    duration = 450
    
    # Popup for dialogs and status menu
    [popup]
    duration_in = 250
    duration_out = 250
    
    # Fade in for banners
    # _alpha specifies the final transparency of various things
    # currently only banner_note and info_note are supported
    [fade]
    duration_in = 200
    duration_out = 500
    banner_note_alpha = 0.85
    info_note_alpha = 0.85
    
    # Transition for notification previews
    [notification]
    is_cool = 0
    duration_in = 400
    duration_out = 450
    
    # Sliding subview window transition
    [subview]
    duration_in = 250
    duration_out = 250
    
    [loading_timeout]
    # This is multiplied by the load average to find the timeout
    # in seconds. before "Unable to load" is displayed.  There is
    # a minimum of 10s.
    load_average_factor = 7.5
    
    # Edit mode configuration
    [edit_mode]
    snap_grid_size = 4
    # Set to 0 if snap to grid should be only happen when widget is released
    snap_to_grid_while_move = 1
    
    ##
    # Special tweaks (a restart might be required)
    ##
    [thp_tweaks]
    # Blurless desaturation (0 = default, 1 = MeeGo/Symbian-style)
    blurless = 1
    
    # Bigger task switcher (0 = default, 1 = single column, 2 = two columns)
    taskswitcher = 1
    
    # Rotation around the Z axis (0 = rotate around X/Y, 1 = rotate around Z)
    zaxisrotation = 1
    
    # Forced app auto-rotation (0 = default, 1 = auto-rotate every app)
    forcerotation = 0
    
    # Popup feedback using the "tactile" utility (0 = disabled, 1 = enabled)
    # You need to install "tactile" from the maemo.org repositories for this
    tactilepopups = 1
    I was being told that the off focus of the radius values will cause the desaturation to replace the condition of 'not being able to focus' due to the high values of the radius and radius_more

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