I'm sorry to whoever designed this control for this very useful Free OSS. But goddamn that is bad.
I'm sorry to whoever designed this control for this very useful Free OSS. But goddamn that is bad.
Firstly, you can place the applet at a corner of the panel, e.g. at the bottom right, such that you now have an infinitely large target [1] to hit.
Then, once you have the mouse pointer hovering above it, you can:
- scroll up/down to increase/decrease the volume
- middle click to toggle on/off the sound
For those who possess precise control of the mouse pointer, of course they can still click on an arbitrary spot on the knob to set the volume.
For bonus point, because it is a knob, you always know what is the current volume level. All that for maybe 40x40 pixels of screen real estate only.
[1] https://blog.codinghorror.com/fitts-law-and-infinite-width/
Knobs are great in the physical world, never met one on a screen that wasn’t hard to use.
Again, this was back in kde 3 days, where desktop usage was more prominent than laptop, and even on laptop, a mouse with a scroll wheel was still a common accessory since touchpad gesture wasn't really a thing yet.
> Knobs are great in the physical world, never met one on a screen that wasn’t hard to use.
Well, I just gave you a perfect example where a knob on the screen was immensely useful. Of course it will be silly to try copying the physical world as-is, but with a little bit of creativity, applied in the right context, a knob on the screen can absolutely be useful.
This is a bigger issue on synth VSTs that have tens or hundreds of controls. When screen resolutions were smaller it was a toss-up between hybrid vertical/rotational scrolling, horizontal/vertical window scrollbars to get the controls to appear at all, and multipage UIs.
Some designs, like Korg's MS20 VST, had all of the above.
Humans are terrible at reading angles quickly.
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(oops, HN is not showing the unicode rectangles but you can imagine that they look like a barchart and you can easily spot the highest and lowest)
I imagine this was originally implemented just because they wanted the UI to be a 1-to-1 matching of a soundboard, but it actually has the advantage of what I mentioned (granularity), as well as being able to display the level within a circle, AND you can fit a ton of them on screen without taking up much space. They're actually very functional.
Yes, sliders are better, but if all the controls that should be sliders were sliders then I'd have so many I couldn't see shit. I agree that it's bad to not label controls and hide volume of all things behind a checkbox in a menu.
So yeah, it's not ideal, but that's actually the least worst way for it to work.