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# haxe-ui
  • u

    user

    12/23/2019, 6:26 PM
    would you want basically a haxeui-kha project ?
  • u

    user

    12/23/2019, 6:27 PM
    simple*
  • b

    bright-gpu-74537

    12/23/2019, 6:30 PM
    yeah, just a way to minimally reproduce it would be ideal
  • b

    bright-gpu-74537

    12/23/2019, 6:31 PM
    and if its an issue, its easier to track etc without forgetting about it
  • o

    orange-van-60470

    12/24/2019, 3:07 PM
    @User I have reimplemented trilateral2 I don't know if it would be useful for gl 2D drawing within your library it's still work in progress but I believe a bit cleaner than before. The flat library provides transform function so the arrays of position data can be adjusted for layout changes easily outside of the shader. Need to re-add fill functionality for it to be super useful.
  • o

    orange-van-60470

    12/24/2019, 3:09 PM
    Sketch and Shaper provide the main api with justPath library useful for helping generate paths.
  • b

    bright-gpu-74537

    12/27/2019, 8:46 AM
    So it could be used as a basis for a pure opengl backend?
  • o

    orange-van-60470

    12/28/2019, 1:06 AM
    Do you have some opengl haxe code that draws a triangle on mac example I can probably wire up a demo? Found shaders expect the matrix columns horizontal, big error on my part, the fix in geom for WebGL has really made a difference, it now behaves much more as I intended. arrow keys, alt and cmd do rotations. tab and shift do vertical movement, delete and return do zoom, ctrl and space does horizontal movement, and wired up r ( or p on my devork keyboard ) for reset. So you can imagine not hard to implement a group node. For basic graphics shapes it could be used, but would need to draw fonts with two triangles per letter, there is a TTF library have drawn with trilateral before that could be draw to images, to cache as a tilesheet to later render part of with two triangles. That is likely large investment in code even if I have quite a few experiments in that direction, the details take effort. I have heard someone has implemented similar to my contour class as a unity shader hard but not impossible, unfortunately closed source. Certainly aim should be to have shader and cpu contour solution. I wonder if a couple of fonts could be hard coded as a shader I have managed very simple letters as dots so it probably is possible but unsure how well it would work and likely very time consuming.
  • o

    orange-van-60470

    12/28/2019, 1:06 AM
    I ment wire up demo to same as the webgl code i have.
  • o

    orange-van-60470

    12/28/2019, 1:28 AM
    the demo uses dual quaternions, but for 2D only you could just use the geom matrix operations. I think OpenGL is pretty similar to WebGL so perhaps already some externs for hxcpp that fill the gap?
  • o

    orange-van-60470

    12/28/2019, 1:30 AM
    certainly from having used Kha with trilateral in the past I know that geom may need a tweak and maybe even flat for OpenGL matrix output but otherwise nothing specific would need changing in the array creation. For Iron approach that uses Ints to be faster then some tweaks for sure.
  • b

    brave-kangaroo-30399

    12/29/2019, 2:43 AM
    @bright-gpu-74537 forgot to follow up but it seems like whatever you did with the compilation server recompiling stuff worked
  • b

    brave-kangaroo-30399

    12/30/2019, 8:02 PM
    @bright-gpu-74537 what would be an ideal container for something like a hand of cards, where the children inside are a bit overlapping?
  • b

    brave-kangaroo-30399

    12/30/2019, 8:03 PM
    Can you do that with a normal HBox and some CSS or is there some other one specifically like this?
  • b

    bright-gpu-74537

    12/30/2019, 10:00 PM
    @User -
    absolute
    ?
  • b

    brave-kangaroo-30399

    12/30/2019, 10:02 PM
    Oh right
  • b

    bright-gpu-74537

    12/30/2019, 10:03 PM
    is that what you mean? Where you can have left / top values?
  • b

    bright-gpu-74537

    12/30/2019, 10:47 PM
    @User : http://haxeui.org/builder/?pdherw
  • b

    bright-gpu-74537

    12/30/2019, 10:47 PM
    ?
  • b

    brave-kangaroo-30399

    12/30/2019, 10:49 PM
    Yeah that works, I couldn't get accordion to compile so I wasn't sure if that was it
  • b

    bright-gpu-74537

    12/30/2019, 10:50 PM
    oh? What backend?
  • b

    brave-kangaroo-30399

    12/30/2019, 10:50 PM
    Flixel, but I was hitting issues in core
  • b

    brave-kangaroo-30399

    12/30/2019, 10:51 PM
    Try it in a different one and lmk, I had the accordion and added 3 buttons to it
  • b

    brave-kangaroo-30399

    12/30/2019, 10:51 PM
    Via code and via xml
  • b

    brave-kangaroo-30399

    12/30/2019, 10:52 PM
    I'm on my phone now and won't have internet in my comp for a few more days
  • b

    bright-gpu-74537

    12/30/2019, 10:54 PM
    right, tbh i had tried the accordion on flixel... dont see why it wouldnt work though, ill take a look
  • b

    bright-gpu-74537

    12/30/2019, 11:04 PM
    well, it compiles and runs
  • b

    bright-gpu-74537

    12/30/2019, 11:04 PM
    the bmp skin is all kinds of screwey
  • b

    bright-gpu-74537

    12/30/2019, 11:05 PM
    probably to do with my version of openfl / flixel i guess... i remember someone else had similar issue and they fixed by upgrading / downgrading something but i dont remember what now
  • b

    bright-gpu-74537

    12/30/2019, 11:13 PM
    just for ref, it should have looked something like:
1...158159160...1687Latest