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# haxe-ui
  • w

    wide-greece-63479

    10/28/2019, 3:26 PM
    Kha build for Android (native) - then importing into Android Studio and compiling there
  • w

    wide-greece-63479

    10/28/2019, 3:26 PM
    Kha build for iOS - then importing into XCode and compiling there
  • r

    rough-intern-85347

    10/29/2019, 1:26 AM
    Anybody here can tell me if it is better to try to write my UI in the XML format and parse it or build it directly with the objects in code?
  • r

    rough-intern-85347

    10/29/2019, 1:26 AM
    🤔
  • b

    bulky-insurance-39338

    10/29/2019, 1:30 AM
    use haxe ui 1.0 !
  • b

    bulky-insurance-39338

    10/29/2019, 1:30 AM
    i think it is into a real productive state now
  • b

    bulky-insurance-39338

    10/29/2019, 1:32 AM
    (but who keeps the _framework_/backends alife ~^?)
  • b

    bulky-insurance-39338

    10/29/2019, 1:36 AM
    @calm-air-67737 i hope you did removed that "non-productive warning"-Add.png from githup readme 🤣
  • b

    bulky-insurance-39338

    10/29/2019, 1:47 AM
    that was little bit shocking me into past (because everything works stable[cross-hard-ware])
  • b

    bulky-insurance-39338

    10/29/2019, 1:52 AM
    @bright-gpu-74537 how much you are in sync with haxe-ui haxe users ?
  • b

    brave-kangaroo-30399

    10/29/2019, 2:33 AM
    @rough-intern-85347 it really depends on you, but you can live reload or refresh if you do it via XML
  • r

    rough-intern-85347

    10/29/2019, 3:21 AM
    Since I need to mix and match regular openfl controls and UI elements feathers is looking pretty hot right now 😐
  • r

    rough-intern-85347

    10/29/2019, 3:22 AM
    I want to like you haxe-ui, I just can't 😢
  • b

    bright-gpu-74537

    10/29/2019, 6:09 AM
    haxeui may very well not be the right choice, though, out of interest what in haxeui-openfl doesnt do what you want? I mean, the components just extend sprite at the end of the day... maybe im missing something?
  • u

    user

    11/01/2019, 11:56 AM
    @rough-intern-85347 I use the xml for formating the UI then use the @build in a class and do the code through there. You get access to UI components as vars which is cool. Have a look at this for reference: https://github.com/mundusnine/haxeui-kha-extended/blob/master/haxe/ui/extended/FileBrowser.hx
  • u

    user

    11/01/2019, 11:58 AM
    You can bind UIEvents(mouse click etc) with the @bind Atop the functions
  • h

    handsome-television-62908

    11/04/2019, 12:37 AM
    Does HaxeUI have a cli for templates?
  • b

    bright-gpu-74537

    11/04/2019, 6:53 AM
    templates? In what sense?
  • c

    cool-psychiatrist-49311

    11/04/2019, 10:17 AM
    creating projects I guess?
  • h

    handsome-television-62908

    11/04/2019, 10:24 AM
    Sorry, yeah. Something where`haxelib run haxeui boilerplate openfl "MyProject"` would generate the boilerplate . . .
  • b

    bright-gpu-74537

    11/04/2019, 11:32 AM
    ah right
  • b

    bright-gpu-74537

    11/04/2019, 11:32 AM
    yeah
  • b

    bright-gpu-74537

    11/04/2019, 11:32 AM
    haxelib run haxeui-core create {backend}
  • b

    bright-gpu-74537

    11/04/2019, 11:33 AM
    eg:
    haxelib run haxeui-core create html5
    or
    haxelib run haxeui-core create openfl
    etc
  • b

    bright-gpu-74537

    11/04/2019, 11:33 AM
    mainly just creates .hxml files and a skeleton app that should (will) run on all backends
  • b

    bright-gpu-74537

    11/04/2019, 11:34 AM
    if you use HD or FD then adding
    --flash-develop
    or
    --haxe-develop
    will create the .hxproj file also
  • b

    bright-gpu-74537

    11/04/2019, 11:48 AM
    im thinking of changing the template there also to something a little more "custom componenty" too as i think its better, ie, @build macro for a MainView rather than ComponentMacros.build("main.xml")
  • b

    bright-gpu-74537

    11/06/2019, 10:06 AM
    @wide-greece-63479 - so i can see whats going on (late i know, but only just had time)
  • b

    bright-gpu-74537

    11/06/2019, 10:07 AM
    the UI should be scaled based on DPI, Toolkit.scale shows 4, but the renderTo doesnt honour that
  • b

    bright-gpu-74537

    11/06/2019, 10:07 AM
    im going to see if it works once i do honour that
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