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# haxe-ui
  • f

    fast-rain-20339

    07/02/2020, 7:40 AM
    No worries 🙂 Strange it worked for you 🤔
  • b

    bright-gpu-74537

    07/02/2020, 7:40 AM
    no haxeui-kha, haxeui-html5
  • b

    bright-gpu-74537

    07/02/2020, 7:40 AM
    i didnt test kha so half wrote it blind with the (obviously erroneous) assumption it would just work
  • f

    fast-rain-20339

    07/02/2020, 7:41 AM
    Yup no worries. This is just for little asset previews, so I should be able to move on without a problem 🙂
  • b

    bright-gpu-74537

    07/02/2020, 7:42 AM
    cool - its a very useful change anyway, i mean, i could create a canvas now, draw what ever i want to it, set that as a data url for an html img and then use that in haxeui Image::resource... which is pretty swish
  • b

    bright-gpu-74537

    07/02/2020, 7:42 AM
    same should have happened for kha
  • f

    fast-rain-20339

    07/02/2020, 7:43 AM
    Ahh yeah that is pretty cool, and probably something that I may end up having in my app. I've been considering asset creation within the editor as a long term feature 😄
  • b

    bright-gpu-74537

    07/02/2020, 7:49 AM
    haxeui.org is back up
  • f

    fast-rain-20339

    07/02/2020, 7:50 AM
    Awesome 👍 Gonna look into making these listview elements selectable 😄
  • b

    bright-gpu-74537

    07/02/2020, 7:50 AM
    and back to 25 second build times 😄
  • b

    bright-gpu-74537

    07/02/2020, 7:50 AM
    > Gonna look into making these listview elements selectable
  • b

    bright-gpu-74537

    07/02/2020, 7:50 AM
    ?
  • f

    fast-rain-20339

    07/02/2020, 7:51 AM
    Should be pretty simple, just going to try and make @:bind tell me which listview element was clicked 🙂
  • b

    bright-gpu-74537

    07/02/2020, 7:51 AM
    oh, you mean in your app, thought you meant that they were able to be selected
  • b

    bright-gpu-74537

    07/02/2020, 7:51 AM
    yeah,
    @:bind(myList, UIEvent.CHANGE)
    above a function should be it
  • f

    fast-rain-20339

    07/02/2020, 7:52 AM
    Ah okay, cool. Seems like most events are
    UIEvent.CHANGE
    , I should have just tried it lol
  • b

    bright-gpu-74537

    07/02/2020, 7:52 AM
    (assuming you are using the @:build macro)
  • f

    fast-rain-20339

    07/02/2020, 7:52 AM
    Yep
  • b

    bright-gpu-74537

    07/02/2020, 7:52 AM
    cool... 🙂
  • b

    bright-gpu-74537

    07/02/2020, 7:53 AM
    yeah, generally components are "changeable", apart from the fact it makes sense and is consistent it also makes things easier with item renderers
  • b

    bright-gpu-74537

    07/02/2020, 7:54 AM
    but really, thats a bonus, in reality its because "change" is semantically appropriate
  • f

    fast-rain-20339

    07/02/2020, 7:55 AM
    Yep, nice. On first impression, the idea of most things using the one event feels wrong, but it does make a lot of sense, because the data can just be gotten from the component directly, rather than the event 👍
  • b

    bright-gpu-74537

    07/02/2020, 7:56 AM
    yeah, so out of interest, you would have thought SliderChangeEvent, ProgressChangeEvent, CheckBoxChangeEvent, TabViewPageChangeEvent would have made more sense?
  • f

    fast-rain-20339

    07/02/2020, 7:57 AM
    Initially, yes, with each of those events perhaps passing event related info (whether the checkbox is ticked, etc). Really though, it's just more overhead
  • b

    bright-gpu-74537

    07/02/2020, 7:59 AM
    hmmmm, i guess, i personally prefer a generic "onchange"... keeps things nice and simple... you can kind half know that if the component can change then "UIEvent.CHANGE" is probably what you want
  • f

    fast-rain-20339

    07/02/2020, 7:59 AM
    Yep that simplicity is good. I think multiple event types is more appropriate when the range of possible events is much larger
  • b

    bright-gpu-74537

    07/02/2020, 8:00 AM
    there are exceptions, mainly where it doesnt make semantic sense and also where you likely DO want extra info in the event, MenuEvent.MENU_SELECTED (.selectedMenu, selectedMenuItem), MouseEvent.CLICK (.screenX, .localY)
  • f

    fast-rain-20339

    07/02/2020, 8:00 AM
    Cool 👍
  • b

    bright-gpu-74537

    07/02/2020, 8:01 AM
    others too, that i can think of off hand, but in general, i like the simplicity of change, and as i mentioned, it also makes wiring up components events in custom item renderers pretty simple
  • b

    bright-gpu-74537

    07/02/2020, 8:01 AM
    ie, its either gonna be CHANGE, or CLICK
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