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# haxe-ui
  • b

    bright-gpu-74537

    01/05/2023, 8:01 PM
    well, i just mean, you should be able to access the java apis directly from haxe, no go between, its what haxeui-android does to build the native api
  • c

    cool-musician-79004

    01/05/2023, 8:08 PM
    That sounds promising
  • r

    refined-laptop-39041

    01/05/2023, 9:12 PM
    @cool-musician-79004 Are you making a vim phone 😆
  • c

    cool-musician-79004

    01/05/2023, 9:16 PM
    Hahaha, no, I want to make a camera app focused on organization rather than image quality
  • c

    cool-musician-79004

    01/05/2023, 9:16 PM
    I am tired of ha in my gallery full of useless pictures that I only don't see when I look for them
  • r

    refined-cat-44047

    01/06/2023, 1:59 AM
    Is there a way of detecting when "enter" was pressed in a TextField component?
  • h

    hallowed-ocean-84954

    01/06/2023, 3:39 AM
    So I have test case for the later thing I found, that is, removing the class that defines
    pointer-events:none
    does not restore pointer-event processing. I see this on HL but it happens here too. I can workaround it by adding an explicit style that add
    pointer-events:all
    . I don't know if that's expected but it seems a bit asymmetrical as the blur happily comes and goes with the class add/remove. Here's the test case . Click the Disable/Enable button on the right and it will blur/disable events on the left side.
  • h

    hallowed-ocean-84954

    01/06/2023, 4:59 AM
    Also, as far as I can tell on openfl the
    pointer-events:none
    doesn't work. It happens on HL and HTML5. The blur happens and in the same block of CSS I have the pointer-events thing but it is not effective. I haven't yet run my small test case in openfl specifically but that's basically what I'm doing in my app.
  • b

    bright-gpu-74537

    01/06/2023, 8:12 AM
    i think you have to use the good old fashioned onKeyPress and then check the event code for 13... it would be nice to have some type of "onDefault" or something like that (would be nice for forms / dialogs too)
  • b

    bright-gpu-74537

    01/06/2023, 8:13 AM
    ill check it out when i get a moment - thanks for the repro
  • f

    future-iron-61487

    01/06/2023, 8:48 AM
    offtopic but, the way haxeui xml works is that it's compiled to haxe via a macro right?
  • f

    future-iron-61487

    01/06/2023, 8:50 AM
    essentially making the xml into a DSL for haxeui
  • f

    future-iron-61487

    01/06/2023, 8:53 AM
    looks through code
  • f

    future-iron-61487

    01/06/2023, 8:53 AM
    ah I see using the actual xml parser but then building things in a macro context?
  • f

    future-iron-61487

    01/06/2023, 8:53 AM
    ah oh no, haxe 3 workarounds
  • b

    bright-gpu-74537

    01/06/2023, 9:53 AM
    so what happens is the xml gets parsed into this sort of "interim" format (bunch of classes, etc), this then gets turned into haxe code via macros yeah, its why technically it doesnt have to be xml. Json, yaml, something custom is also more than possible, in fact, originally there were parsers for yaml and json... but i removed them because, when it was all in its infancy, i wasnt keeping them up to date - arguably now i could reintroduce them since i rarely touch that stuff but im not sure its worth it
  • f

    future-iron-61487

    01/06/2023, 10:18 AM
    nah xml is fine for UI I think
  • f

    future-iron-61487

    01/06/2023, 10:19 AM
    but I was looking through the code for how it's done because I might want to use a similar approach for compiling game scripts to haxe code
  • f

    future-iron-61487

    01/06/2023, 10:19 AM
    providing I write a parser that can make something looking like an AST
  • f

    future-iron-61487

    01/06/2023, 10:19 AM
    right now I'm just using buttloads of reflection at runtime
  • f

    future-iron-61487

    01/06/2023, 10:21 AM
    butt yeah I've currently still only got haxe 3 working since the lime-switch runtime hasn't been updated past 7.2.1 yet so... maybe I gotta port lime 8 first.
  • b

    bright-gpu-74537

    01/06/2023, 10:22 AM
    > still only got haxe 3 working since the lime-switch interesting, i was considering dropping haxe3 support... sounds like that wouldnt have been a good move
  • b

    bright-gpu-74537

    01/06/2023, 10:23 AM
    > but I was looking through the code for how it's done because I might want to use a similar approach for compiling game scripts to haxe code it depends how complex it needs to be really, but at a base level, its pretty easy to turn "anything" into haxe code at compile time
  • f

    future-iron-61487

    01/06/2023, 10:24 AM
    I mean, I wouldn't blame you - I'd just have to use an older version until I can figure out how to get lime 8 running
  • f

    future-iron-61487

    01/06/2023, 10:24 AM
    I did do some work on it, but for some reason the switch just shows a black (maybe dark grey?) screen (however I can hear the Pirate Pig music playing and it hasn't "crashed" according to the debugger)
  • f

    future-iron-61487

    01/06/2023, 10:25 AM
    that being said, it never seems to initialise OpenGL either so IDK why it isn't exploding
  • f

    future-iron-61487

    01/06/2023, 10:25 AM
    I feel like /something/ should crash/throw in that case
  • f

    future-iron-61487

    01/06/2023, 10:26 AM
    anywho
  • f

    future-iron-61487

    01/06/2023, 10:26 AM
    project for another time - unfortunately day job doesn't have me working on haxe (yet...........)
  • b

    bright-gpu-74537

    01/06/2023, 10:27 AM
    well, there is no technical reason to drop haxe3 support tbh... i mean, it just catches me out every now and then with things i didnt realise were haxe4 only (Array::contains for example)
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