I thought, it woud be good to create a separate thread to post progress or bugs/issues.
Progress for now:
So, I had a bit of free time, and I was trying to fix some bugs, and some buttons (and even just a single pixel object) start flashing... I have no idea why that happend, but seems like a gideros BUG. Its ok on my home PC and on my phone (via wifi preview), but on my PC at work...its something crazy
![:cold_sweat: :cold_sweat:](https://forum.gideros.rocks/resources/emoji/cold_sweat.png)
These flash effects completely random, sometimes everything ok, sometimes it is not.
GIF:
Comments
Fragmenter - animated loop machine and IKONOMIKON - the memory game
are you using 9-patches for border drawing or something else?
Shoud I use to use 9patch for better performance? Generate texture with Path2D and then use pixel.
EDIT:
On the left is generated 9patch, on the right - Path2D. They are 100x100 pixels
So, I made a function that generates rounded rect using Pixel 9patch.
Pros:
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https://deluxepixel.com
Instead of forcing user to use Path2D, I'll let him deside which option to use.
I suppose I could mess about for a while to figure it but really... it should be well documented already.
As far as performance goes I'll have to try it to see how it works versus a RenderTarget with manually drawn corners and edges.
That sure does make creating these patches very easy. Since they will be used for user interfaces I don't think performance is a big issue. The biggest issue with interfaces seems to be the event listening, that can seriously suck the CPU
One issue with the patches is that if you have a patch size of say 16, but make your pixel smaller than 32 in either axis, it stretches the pixel in a strange manner and looks bad. This is of course overcome by not making the pixel too small
Now that I see how this works I will just use this method in my interface editor since this lets you use very small textures.
Ughhh... can anyone tell me why the Pixel cannot use a texture from a TexturePack? does that not seem retarded to anyone else?
EDIT: But I can get a TextureRegion from a TexturePack... create a RenderTarget with the same dimensions as the TextureRegion, create a BitMap from the TextureRegion, draw the Bitmap to the RenderTarget... and that is accepted by the Pixel as a Texture!!! Crazyness
Could Pixel pretty please work with a TextureRegion as fetched from a TexturePack?
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https://play.google.com/store/apps/developer?id=razorback456
мій блог по гідерос https://simartinfo.blogspot.com
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https://deluxepixel.com
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https://deluxepixel.com
Project attached.
P.S. Sorry for messy code in main file ¯\_(ツ)_/¯
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Example from GIF:
Also, fold, unfold and switch functions now separated, added "queryName" function that return a group with given name.
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https://www.cssscript.com/top-10-javascript-css-accordion-components/
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мій блог по гідерос https://simartinfo.blogspot.com
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https://play.google.com/store/apps/developer?id=razorback456
мій блог по гідерос https://simartinfo.blogspot.com
Слава Україні!
I was thinking about things just the other day and I realized that I could have just used absolutely placed HTML elements in my editor, instead of redrawing every shape into an HTML5 canvas LOL. It's been good JavaScript practice however
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Im thinking about something like this:
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I didn't really understand anything you said @hgy29 but it sounds funky
Currently Im working on a window component that allows you to easily create forms from code. But today I decided to add textured buttons
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