Brendan Cully | 1 Sep 09:00
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mutt: new changeset

New changeset in mutt:

http://dev.mutt.org/hg/mutt/rev/791bfed8ba62
changeset:   5202:791bfed8ba62
branch:      HEAD
tag:         tip
user:        Gary Johnson
date:        Fri Aug 31 10:12:18 2007 -0700
summary:     Decrement the mtime of the tempfile during edit-message to make mutt

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Repository URL: http://dev.mutt.org/hg/mutt

Marco d'Itri | 1 Sep 11:58
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Re: UI enhancements

On Aug 31, Thomas Roessler <roessler <at> does-not-exist.org> wrote:

> Sounds like a good idea.  I wonder, though, whether it might be
> useful to move the subwindow toward the bottom of the screen, to
> basically grow out of the status bar / entry line.  I'd suspect that
> most long-time mutt users will have their focus down there when they
> start dealing with any interaction that they expect will involve a
> choice.
Yes!

I believe that a window in the middle of the screen really looks out of
place. Dynamically widening the status bar would be much more elegant
and consistent with the mutt UI.

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ciao,
Marco
Derek Martin | 2 Sep 06:44
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Re: UI enhancements

On Fri, Aug 31, 2007 at 05:40:05PM +0200, Rocco Rutte wrote:
> 1) mutt_multi_choice() is currently used to let the user choose from 
> quite a number of possible options. To fit in 80x25 they're abbreviated 
> which obviously doesn't look nice. I've put together a patch that adds a 
> dialog and puts it in a curses subwindow like so:

I've always wanted this...  Mutt already makes fine use of curses, I
could never figure out why it didn't do this for menus (i.e.
mutt_multi_choice()).  Didn't look at the code but the images look
good, except the resulting panel seems to need a space inserted down
the left side for balance/symmetry.  I also wonder how the choice of
background/foreground colors gets made for this, and whether the
default background and foreground colors shouldn't be used, perhaps
with a different color used to highlight the key sequence needed to
activate a given action...  

On Fri, Aug 31, 2007 at 08:52:40PM +0200, Thomas Roessler wrote:
> Sounds like a good idea.  I wonder, though, whether it might be
> useful to move the subwindow toward the bottom of the screen, to
> basically grow out of the status bar / entry line.  

This, on the other hand, seems kind of yucky to me... not because
there's anything inherently bad about it, but just because it breaks
with long-standing UI design practices.  Dialog boxes generally go in
the middle of the main window, and menus typically go at the top of
the main window.  mutt_multi_choice() can arguably be considered
either one of those, though it strikes me that these are being used
more like a dialog box than a traditional menu, but either way putting
those things at the bottom of application windows is not common and
just seems wrong to me.  No offense TR...  And if a big dialog box
(Continue reading)

Thomas Roessler | 2 Sep 10:08

Re: UI enhancements

On 2007-09-02 00:44:15 -0400, Derek Martin wrote:

> This, on the other hand, seems kind of yucky to me... not because
> there's anything inherently bad about it, but just because it
> breaks with long-standing UI design practices.  Dialog boxes
> generally go in the middle of the main window, and menus
> typically go at the top of the main window.  

Yeah, right, that's why we have all these menus and panels coming
out of the bottom of the screen these days, even with graphical
UIs...

> mutt_multi_choice() can arguably be considered either one of
> those, though it strikes me that these are being used more like a
> dialog box than a traditional menu, but either way putting those
> things at the bottom of application windows is not common and
> just seems wrong to me.  No offense TR...  And if a big dialog
> box pops up in the middle of your window, you're not going to
> fail to notice it, no matter how much experience you have using
> Mutt...

It's not about noticing, but about causing minimal confusion.

In any event, this is a question that can be settled empirically by
trying a few options.

> FWIW, I've also always wanted Mutt to have a multi-paned interface,
> not unlike most GUI mailers: one pane for the folder list, one for the
> message index, and one to display messages.  

(Continue reading)

Vladimír Marek | 2 Sep 11:34
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Re: UI enhancements

[...]

> > FWIW, I've also always wanted Mutt to have a multi-paned interface,
> > not unlike most GUI mailers: one pane for the folder list, one for the
> > message index, and one to display messages.  
> 
> Incidentally, I wouldn't want to have that particular kind of UI for
> myself. The current one is nicely consistent with the (emacs-style)
> editors that I use, it's extremely simple, it fits well on limited
> screen real estate -- what more would I want. :)

JUst out of curiosity, how do you compose message out of different mails
? For example you reply to someone, but need to include part of another
mail you got the day before.

The way I'm using is to do normal reply. In the moment I find out that I
need part of another mail, I
 * postpone my current message
 * locate in mutt mail with the relevant data
 * save it to disk
 * recall postponed message
 * in editor open the saved data as second buffer and include them in my
   mail

I'm just wondering if someone is using some trick or something more user
friendly.

Thanks

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(Continue reading)

Elimar Riesebieter | 2 Sep 12:29
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Re: UI enhancements

On Sun, 02 Sep 2007 the mental interface of
Vladimír Marek told:

> [...]
[...]
> JUst out of curiosity, how do you compose message out of different
> mails ? For example you reply to someone, but need to include part
> of another mail you got the day before.
> 
> The way I'm using is to do normal reply. In the moment I find out
> that I need part of another mail, I * postpone my current message
> * locate in mutt mail with the relevant data * save it to disk *
> recall postponed message * in editor open the saved data as second
> buffer and include them in my mail
> 
> I'm just wondering if someone is using some trick or something
> more user friendly.

Tag the messages you want to reply. Then "; r" and you have them all
in your editor ;)

Elimar

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Thomas Dickey | 2 Sep 12:30
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Re: UI enhancements

On Sun, 2 Sep 2007, Derek Martin wrote:

> On Fri, Aug 31, 2007 at 05:40:05PM +0200, Rocco Rutte wrote:
>> 1) mutt_multi_choice() is currently used to let the user choose from
>> quite a number of possible options. To fit in 80x25 they're abbreviated
>> which obviously doesn't look nice. I've put together a patch that adds a
>> dialog and puts it in a curses subwindow like so:
>
> I've always wanted this...  Mutt already makes fine use of curses, I
> could never figure out why it didn't do this for menus (i.e.

The easy answer is that making _similar_ code in slang is a lot of
work, so there's always been resistance to using anything more than the 
10% of so of curses that it does use (ymmv).

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Thomas E. Dickey
http://invisible-island.net
ftp://invisible-island.net

Rocco Rutte | 2 Sep 13:18
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Re: UI enhancements

Hi,

* Vladimír Marek [07-09-02 11:34:50 +0200] wrote:

>JUst out of curiosity, how do you compose message out of different mails
>? For example you reply to someone, but need to include part of another
>mail you got the day before.

I don't think that was meant. What was meant (I think) was this: when 
writing some reply to a message in a thread, you want to re-read a part 
of it and possibly refer to another message ala "foo wrote this" or "bar 
wrote that".

If you have the editor in a different window and mutt still running, you 
could easily do that.

I usually fire up another mutt instance in another terminal to re-read 
things while writing replies.

   bye, Rocco
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:wq!

Rocco Rutte | 2 Sep 13:30
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Re: UI enhancements

Hi,

* Derek Martin [07-09-02 00:44:15 -0400] wrote:
>On Fri, Aug 31, 2007 at 05:40:05PM +0200, Rocco Rutte wrote:
>> 1) mutt_multi_choice() is currently used to let the user choose from 
>> quite a number of possible options. To fit in 80x25 they're abbreviated 
>> which obviously doesn't look nice. I've put together a patch that adds a 
>> dialog and puts it in a curses subwindow like so:

>I've always wanted this...  Mutt already makes fine use of curses, I
>could never figure out why it didn't do this for menus (i.e.
>mutt_multi_choice()).  Didn't look at the code but the images look
>good, except the resulting panel seems to need a space inserted down
>the left side for balance/symmetry.

That may be a local issue of my terminal, as a) the images are made with 
anti-alias turned on (it looks quite different when being turned off) 
and b) some characters seems to not be really centered so the left gap 
up to the window border are smaller than the right one after it.

>I also wonder how the choice of
>background/foreground colors gets made for this, and whether the
>default background and foreground colors shouldn't be used, perhaps
>with a different color used to highlight the key sequence needed to
>activate a given action...  

For simplicity I simply chose the status bar color pair, but that is of 
course debatable. The basic requirement I think is that the overlay 
window is clearly distinctable from the underlying menu and I doubt if 
we can programmatically derive a color pair satisfying this need from 
(Continue reading)

Rocco Rutte | 2 Sep 13:56
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[PATCH] Add curses dialogs for sorting choice

Hi,

the attached patch adds mutt_multi_choice_dlg() for getting a choice out 
of multiple via a dialog rather than a prompt in the status line.

Some notes about it:

1) I'm not a curses export and this patch is untested for slang.

2) For now it uses the status color which probably should be changed.

3) It likely causes trouble for window resizing (see 1 :)

4) Only the sorting choice is making use of it for now. Though I don't 
think all consumers of mutt_multi_choice() should use it, some more 
should (or maybe completely obsolete it for consistency? If so, what 
about 3rd party patches that could use it?)

5) There's no documentation yet. As it respects $ascii_chars, at least 
its documentation needs to be updated. Maybe it's a good idea to add 
some words about mutt UI concepts to the manual mentioning these dialogs 
as well...

Anyway, it's still a proof-of-concept only:

6) Not all calls where a "windowed"-one in curses exists where modified, 
I don't think we need more than I did for just this patch, but the code 
would look IMHO better if all relevant calls were adjusted with defaults 
to stdscr.

(Continue reading)


Gmane