@Benjamin
That's very nice and impressive. Does it just have that one theme or is it
skinnable? I looked at your source it if I understood it correctly, all the
theme color information is in a shader. This leads me to think most widgets
are rects and that cannot be changed easily. What about drawi
> On Nov 5, 2021, at 10:41 PM, Benjamin Rosseaux via fpc-pascal
> wrote:
>
> I'm curious to see how it compares with my vector-based UI framework stuff at
> PasVulkan ( https://youtu.be/YR0KruyQbx4 ), where the GPU itself renders
> everything by shader, where nothing is bitmap-based, if one i
wow bero your gui looks amazing ,
i'am just wondering if this could be run on non vulcan machines ? (gl3
for example)
2021-11-05 16:41 UTC+01:00, Benjamin Rosseaux via fpc-pascal
:
> I'm curious to see how it compares with my vector-based UI framework stuff
> at PasVulkan ( https://youtu.be/YR0Kr
I'm curious to see how it compares with my vector-based UI framework stuff
at PasVulkan ( https://youtu.be/YR0KruyQbx4 ), where the GPU itself renders
everything by shader, where nothing is bitmap-based, if one ignores the 2D
vector signed distance field textures for fonts and so on. The CPU pushes
@code
It's a bit weasely to claim immediate or retain based on how the underlying
implementation works. The UI toolkit is drawn using a vector based OpenGL
library. The library uses hardware vertex buffers, render buffers, and a
hardware stencil buffer (for anti-aliasing) to draw lines and shapes.
2021-11-03 8:16 UTC+01:00, Anthony Walter via fpc-pascal
:
> Tonight I added a third theme based on nothing in particular. I named it
> graphite. With the completion of this theme, the UI toolkit is feature done
> for this first release. I am going to work on writing a custom performance
> graphing
Tonight I added a third theme based on nothing in particular. I named it
graphite. With the completion of this theme, the UI toolkit is feature done
for this first release. I am going to work on writing a custom performance
graphing widget, create a few more demos, write a bit of documentation,
the
New themes are defined by this abstract class from which you would inherit
and implement. Sliced up bitmaps could be used to create a theme for sure,
but I have implemented the themes so far using vector drawing commands
exclusively.
TTheme = class
public
{ Calculate the actual theme color
> On Nov 1, 2021, at 5:12 PM, Anthony Walter via fpc-pascal
> wrote:
>
> I plan to add: Write a `redmond` win95 style theme. Write a few example
> custom controls. Add modal window support and dialog box functions.
>
How are you doing themes? I made a MacOS 8 theme by slicing up tons of old
At the end of another days work on this UI toolkit:
https://streamable.com/5ttp9b
I added: hbox, vbox, slider, tooltips, and optimized things a bit. I also
added theme color querying, color blending based on opacity, and disabled
states for all controls. Stackable windows are now a feature and mo
That's a very good question Ryan.
The short answer is this library draws everything each frame. It's meant
for writing, games, physics simulations, or drawing animated demos. It runs
as fast as you let it go, much like a game program.
BUT
It includes the ability to easily create and manage rende
> On Oct 31, 2021, at 4:57 PM, Anthony Walter via fpc-pascal
> wrote:
>
> As mentioned before, this library will be released to a git repository soon
> with a FOSS license. It will be able to run on Windows, Mac, Linux, and Pi
> including the new Pi Zero 2 W.
>
Thanks, please post when it
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