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# haxe-ui
  • e

    elegant-twilight-61392

    01/27/2023, 7:29 AM
    ah it does that at the corners
  • e

    elegant-twilight-61392

    01/27/2023, 7:29 AM
    that is going to be quite tricky to add i think
  • b

    bright-gpu-74537

    01/27/2023, 7:29 AM
    maybe you can implement your borders as rects... i do that in other backends as you get much nicer accuracy
  • b

    bright-gpu-74537

    01/27/2023, 7:29 AM
    (and it allows compound borders)
  • e

    elegant-twilight-61392

    01/27/2023, 7:31 AM
    the nodes that represent haxeui components only appear in the "remote" scene tree that you can look at while running the game in the editor, but they are drawn in the camera in both the editor and game window
  • b

    bright-gpu-74537

    01/27/2023, 7:31 AM
    right
  • b

    bright-gpu-74537

    01/27/2023, 7:32 AM
    can you name the nodes to something custom rather than @@2, etc?
  • b

    bright-gpu-74537

    01/27/2023, 7:32 AM
    could be useful to have "id#class"
  • e

    elegant-twilight-61392

    01/27/2023, 7:32 AM
    should be able to
  • e

    elegant-twilight-61392

    01/27/2023, 7:33 AM
    it just gives nodes a default name like that when you add them at runtime
  • b

    bright-gpu-74537

    01/27/2023, 7:33 AM
    nice... im going to be making an external lib that will allow a debug tree, pretty much like what godot comes with, out the box 🙂
  • e

    elegant-twilight-61392

    01/27/2023, 7:35 AM
    right now i just draw 4 lines, following the
    borderSideSize
    and
    borderSideColor
    style properties for each side
  • b

    bright-gpu-74537

    01/27/2023, 7:35 AM
    right, you might need to offset them by half the width then
  • b

    bright-gpu-74537

    01/27/2023, 7:35 AM
    ... or use rects
  • e

    elegant-twilight-61392

    01/27/2023, 7:36 AM
    yeah but either way they would "overlap" on the corners
  • b

    bright-gpu-74537

    01/27/2023, 7:36 AM
    yeah, you would also need to offset that based on the other sizes
  • e

    elegant-twilight-61392

    01/27/2023, 7:36 AM
    which they actually already do somewhat
  • b

    bright-gpu-74537

    01/27/2023, 7:37 AM
    https://github.com/haxeui/haxeui-openfl/blob/master/haxe/ui/backend/openfl/OpenFLStyleHelper.hx#L57-L120
  • e

    elegant-twilight-61392

    01/27/2023, 7:39 AM
    so is this just an html thing then?
  • b

    bright-gpu-74537

    01/27/2023, 7:39 AM
    yeah, thats just the browser being super smart
  • b

    bright-gpu-74537

    01/27/2023, 7:40 AM
    none of the other backends do that, they just change the size by solid pixels
  • e

    elegant-twilight-61392

    01/27/2023, 7:40 AM
    so certain sides will "take priority" over others then for the corners?
  • b

    bright-gpu-74537

    01/27/2023, 7:42 AM
    yeah, there is no guide here either
  • b

    bright-gpu-74537

    01/27/2023, 7:42 AM
    just kinda "do what you want" as long as it looks right 😄
  • b

    bright-gpu-74537

    01/27/2023, 7:42 AM
    there are few components that really use this, but certainly some
  • b

    bright-gpu-74537

    01/27/2023, 7:44 AM
    also, imho, this is the sort of stuff you can come back to... there is alot more than compound borders at the stage you are at
  • b

    bright-gpu-74537

    01/27/2023, 7:45 AM
    the fact you have children, fills and any border is enough (imo) to start with some of the other stuff... but ofc, how you write your backend its completely up to you 🙂
  • e

    elegant-twilight-61392

    01/27/2023, 7:45 AM
    well i think the next big thing is text
  • e

    elegant-twilight-61392

    01/27/2023, 7:46 AM
    which should be easy if i could create a Label node without crashing the engine
  • b

    bright-gpu-74537

    01/27/2023, 7:46 AM
    agreed: * text display * images * gradient fills (optional) * event mapping * better CallLaterImpl (if not already done) * clipRects * text input
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