51 lines
2.3 KiB
Plaintext
51 lines
2.3 KiB
Plaintext
images
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settings (sampler)
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text
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figure out ways to speed up / what costs the most
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resizing (per frame) is really slow (assuming painter isn't griefing)
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bug where x offset doesn't shift texture correctly (eg typing a vs j)
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masks r just made to bare minimum work
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move span lengths to the children themselves
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retained mode is broken
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problematic path:
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resize target gets set to something above an aligned
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aligned finds size 0 for example on og draw
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element gets size > 0 and redraws the resize target
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target doesn't change aligned region, so it gets skipped
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og gets redrawn, but aligned originally set region to 0 and didn't get updated
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so should probably just store direct parents and go up that way
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but need to be careful to not break the chain
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scaling
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could be just a simple scaling factor that multiplies abs
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and need to ensure text uses raw abs and not scaled abs
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naming? (pt, px)
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want to keep (drawn) regions using px? or should I add another field to UiScalar/Vec
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field could be best solution so redrawing stuff isn't needed & you can specify both as user
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WidgetRef<W> or smth instead of Id
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enum that's either an Id or an actual concrete instance of W
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painter takes them in instead of (or in addition to) id
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then type wrapper widgets to contain them
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allows for compile time optimization if a widget wrapper's inner is known at compile time
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and the id of inner is not needed anywhere
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maybe introduce InnerWidget trait to allow for editors to expose & modify inner type
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maybe could also store a parent widget and keep using InnerWidget trait? unsure if possible
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really weird limitation:
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I don't think you can currently remove an element from a parent and put it in a child of the same parent
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because it removes the unused children after the entire parent redraw
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but the child gets drawn during that, so it will think the child is still active !!!
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or something like that idk, maybe I need a special enum for parent that includes a undecided state where it may or may not get redrawn by the parent
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or just do ref counting and ensure all drawn things == 1 afterwards (seems like best way)
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consider unsafe cell for layer transmute stuff
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I don't think it's needed bc of usage but I don't know optimizations :skull:
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tags
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vecs for each widget type?
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