These are chat archives for AvaloniaUI/Avalonia

3rd
Jun 2018
danwalmsley
@danwalmsley
Jun 03 2018 01:01
@jkoritzinsky it's since font or. It changed the default font
To one that made it obvious when font loading failed
Nelson Carrillo
@nc4rrillo
Jun 03 2018 03:52
@grokys @jkoritzinsky Is the TransformedBounds hack only used for hit testing?
Jeremy Koritzinsky
@jkoritzinsky
Jun 03 2018 04:12
And correctly placing adorners.
fanoI
@fanoI
Jun 03 2018 09:34
Good morning!
It is possible to make run Avalonia on a Centos 6? I know it is really old but my clients is "scared" of Centos 7 so I'm stuck...
Jumar Macato
@jmacato
Jun 03 2018 10:07
@fanoI can Centos 6 run .NET Core 2.0 ? I can't seem to find anything that specifies that it runs that
Rayyan Tahir
@RayyanTahir
Jun 03 2018 10:10
Apparently its supported on Centos 7 - see here. Centos 6 isn't listed.
Jumar Macato
@jmacato
Jun 03 2018 10:11
I don't know if self-contained published dotnet binaries will work on Centos 6 too. The only way to find out is to test it out in CentOS 6
fanoI
@fanoI
Jun 03 2018 11:26
Yes from Net Core 2.0 CentOS 6 is officially supported... other no UI applications are workning Avalonia went in exception because requires GTK3 to run and CentOS6 has GTK2
Jumar Macato
@jmacato
Jun 03 2018 11:31
Does upgrading to GTK3 is not an option to them @fanoI ?
fanoI
@fanoI
Jun 03 2018 11:32
Probably yes but it does exists a GTK3 RPM for CentOS6?
Jumar Macato
@jmacato
Jun 03 2018 11:33
I am not that experienced with CentOS's package manager i'm afraid.
Jumar Macato
@jmacato
Jun 03 2018 16:31
@/all We can now hide Avalonia's console window in Windows via NSubsys without using EditBin and other bulky stuff.
just add them to your AvaloniaUI projects via Nuget and it'll automatically trigger on dotnet publish
This is only a temporary measure until .NET Core 3 hits the shore (which will definitely handle WinExe output types properly since they'll have WPF on it)
Steven Kirk
@grokys
Jun 03 2018 16:54
hey all, just a fyi, i'm on west coast US time for a week, so if i'm not around when i usually am that will be why
so i've been thinking about the skia patch etc
i'm assuming @kekekeks isn't going to have much time for a review in the near future
how should we do this?
who knows about skia here?
danwalmsley
@danwalmsley
Jun 03 2018 17:06
Maybe @nc4rrillo can review @MarchingCube work
And @MarchingCube can review @nc4rrillo s worm
Work
I'm happy to review by testing and see what works and doesn't
Steven Kirk
@grokys
Jun 03 2018 17:09
is @MarchingCube around? not seen him for a while
Dariusz KomosiƄski
@MarchingCube
Jun 03 2018 17:10
@grokys @danwalmsley Sorry guys I will be away till Tuesday (family matters)
Steven Kirk
@grokys
Jun 03 2018 17:10
no problem!
Nelson Carrillo
@nc4rrillo
Jun 03 2018 17:11
I'm generally in favor of the Skia stuff, it passes more tests, the changes aren't really functional so much as they're just cleanups. Biggest parts really being the bitmap code was refactored a great deal. There are a couple of places where I have questions, for example around some changes to text layout -- but I think overall its a net gain in functionality
His EGL changes should also be merged and we can bikeshed on the design later I think
I'm closing my GL PR as I'm still thinking about the design and there's probably going to be some churn
Steven Kirk
@grokys
Jun 03 2018 17:18
@nc4rrillo are the EGL changes part of #1586 or are they separate?
Nelson Carrillo
@nc4rrillo
Jun 03 2018 17:22
they are part of that PR, they look sane to me and they only really affect the Skia hw backend for now
@danwalmsley put it through it's paces using AvalonStudio I believe, and the new GPU accel is opt in
I think
Steven Kirk
@grokys
Jun 03 2018 17:23
ok so we (or @MarchingCube) should separate those into a new PR you think?
it's just i'm working on the text element/inlines stuff for textblock and i'll need to add features to skia
Nelson Carrillo
@nc4rrillo
Jun 03 2018 17:24
ah
Steven Kirk
@grokys
Jun 03 2018 17:24
except i don't want to do that until the skia stuff is merged
Nelson Carrillo
@nc4rrillo
Jun 03 2018 17:25
So yeah we can totally land the EGL stuff first, it's innocuous. It'll just be something that gets iterated on over time
Steven Kirk
@grokys
Jun 03 2018 17:25
i guess for the moment i can just update d2d and then we can think about skia afterwards
Nelson Carrillo
@nc4rrillo
Jun 03 2018 17:25
the Skia improvements seem fine, there's changes related to bounds in Paths and some bitmap refactoring
the drawing context changes are just collecting the many parameters into one class and passing that in, which is blowing up the diff, otherwise not too bad.
Steven Kirk
@grokys
Jun 03 2018 17:26
yeah it definitely looks like an improvement from what i've seen and the limited amount i understand of the skia stuff
Nelson Carrillo
@nc4rrillo
Jun 03 2018 17:27
I left a few comments on the PR, but its nothing major
For EGL potential improvements I see is more flexibility surrounding which version of GL you negotiate, a WGL implementation for Windows Desktop GL, and splitting things out into a separate project since I think Avalonia.Visuals is kind of the wrong place for it. It can be done as a follow up though.
EGL can probably live in Avalonia.OpenGL and be shared across platforms, where a WGL implementation can live in Avalonia.Win32
Steven Kirk
@grokys
Jun 03 2018 17:32
avalonia.visuals is definitely the wrong place for it
Benedikt Schroeder
@Gillibald
Jun 03 2018 17:34
Is there a reason PathMarkupParser doesnt convert to PathGeometry?
Steven Kirk
@grokys
Jun 03 2018 17:37
i think it converts to stream geometry in WPF too
Benedikt Schroeder
@Gillibald
Jun 03 2018 17:47
It is hard to test that way
If you convert to PathGeometry you have an overhead during the load but once the StreamGeometry is created it should be the same. That way we can write unit tests that verify a path not only parse and forget. The current tests dont verify if a path was parsed corrently they just fail on thrown exceptions.
Steven Kirk
@grokys
Jun 03 2018 17:53
yeah.. let me check WPF
seems UWP creates a PathGeometry
so i assume that WPF does too in fact
in which case we should too
ok so yeah WPF creates a StreamGeometry while UWP creates a PathGeometry
so @Gillibald if you want to change ours to create a PathGeometry I say go for it
Benedikt Schroeder
@Gillibald
Jun 03 2018 17:59
Will create a PR the next days. I have already implemented a parser that converts to PathGeometry. Have to write lots of unit tests and make sure nothing breaks.
Testing against the SVG specs will be a lot easier
Steven Kirk
@grokys
Jun 03 2018 18:02
:+1: that would be great
rconde01
@rconde01
Jun 03 2018 18:20
OOC I assume OpenGL windows need to live on top of the rest of the window?
Nelson Carrillo
@nc4rrillo
Jun 03 2018 18:24
what do you mean?
Sigurdur42
@Sigurdur42
Jun 03 2018 18:42
How do I target .net core in an Avalon project? I cannot choose the target framework in the project settings
Rayyan Tahir
@RayyanTahir
Jun 03 2018 18:43
@Sigurdur42 Edit .csproj file and change TargetFramework from there
Sigurdur42
@Sigurdur42
Jun 03 2018 18:57
@RayyanTahir Thx
rconde01
@rconde01
Jun 03 2018 19:01
Ok let me step back...when you do OpenGL in avalonia, is it for whole windows only...or can you do and OpenGL based control?
Nelson Carrillo
@nc4rrillo
Jun 03 2018 19:25
If the actual rendering of Avalonia is also done using OpenGL (for example using h/w accelerated Skia), you can render the output of the scene to a texture and then compose that and whatever 3D you'd like to display
there's a bit of infrastructure missing in Avalonia itself to make this easy
rconde01
@rconde01
Jun 03 2018 20:11
interesting
Nelson Carrillo
@nc4rrillo
Jun 03 2018 20:48
man this calendar control is ultra slow
Steven Kirk
@grokys
Jun 03 2018 21:14
yeah
i thought it was the grid that made it slow, but our new grid should be pretty fast now
not investigated what is causing it
probably we're just really slow adding controls to the tree