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Michael R. P. Ragazzon
@mikke89
image.png
Kolja
@pinguin999
Thanks a lot. Than I will update my RmlUi version.
Michael R. P. Ragazzon
@mikke89
Uhm, have any of you ever seen character escapes in CSS by forward slash? Or am I somehow misinterpreting this code: https://github.com/mikke89/RmlUi/blob/536c24b49304b9e6e1bd11b0d0f82d0452643924/Source/Core/PropertySpecification.cpp#L492
Looks like escape character logic, but that should instead be back slash right?
Quinn Romanek
@quinnromanek_gitlab
small question - is there a way to do recursion using data models? I.e. to display a tree structure or something of that kind
maybe with templates?
Michael R. P. Ragazzon
@mikke89
Hm, I don't know how we would declare something like recursion with data bindings. To me it doesn't really sound like a great idea either. You should take a look at the tree sample, that one shows you how you can do tree structures without recursion.
Quinn Romanek
@quinnromanek_gitlab
will have a look
Maximilian Stark
@Dakror
Hey @mikke89 , i want to add support for array textures. Would you rather add the array texture layer in each sprite definition or would you rather make a single spritesheet per layer basically?
Maximilian Stark
@Dakror
After starting to fiddle with the system i concluded for now to just generate sprite sheets per layer and handle the z texture component in my application render interface
Michael R. P. Ragazzon
@mikke89
@Dakror Yeah, one sprite sheet per layer sounds reasonable. In a sense though a sprite sheet already does the job that array textures do.
aquawicket
@aquawicket
@mikke89 about those / slashes in css.. I think they have been used in the past to "one-line" fontsize/lineHeight or some something. used as a parameter divider.
obsolete i.m.o
Michael R. P. Ragazzon
@mikke89
@aquawicket Ah, that's interesting. In this case though it seems to be used for escaping quote characters and such though. I already changed it to backslash to align with CSS.
aquawicket
@aquawicket
ok, finally got some space time to finnish up the rml attribute selector stuff. I've never used travis, it's pretty awesome though. Finds all kinda of stuff my compilers don't. So, is there a way to trigger those build scripts before commits? or just don't worry about it and update the branch until it's clean?
Michael R. P. Ragazzon
@mikke89
Great! There's no way to trigger builds outside of commits, I'd say just keep pushing commits until it's all green :) If you'd like you can do a commit cleanup (interactive rebase) when you feel you're done, or otherwise I'll just squash and merge it when accepting the PR.
Michael R. P. Ragazzon
@mikke89
Figured it was time for a new release! :)
zygon.sisyphus
@zygon.sisyphus:matrix.org
[m]
hi
@mikke89 nice work.!
libsdl2 can be used as render ?
thx.
and mix with video ?
Michael R. P. Ragazzon
@mikke89
@zygon.sisyphus:matrix.org Hi! Yes, SDL2 should work just fine, there is in fact already a sample for this backend. Video support you have to add yourself.
zygon.sisyphus
@zygon.sisyphus:matrix.org
[m]
thx
SDl2 render depends on OpenGL?
Michael R. P. Ragazzon
@mikke89
The one in the sample does that, yes.
zygon.sisyphus
@zygon.sisyphus:matrix.org
[m]
on windows/msys2 I have some issues with glew32 link, is normal ? it looks like cmake can't find the lib use glu32 not glw32
sdl2 and sfml samples can't compile with mingw64
Michael R. P. Ragazzon
@mikke89
Ugh, yeah, I've had a lot of trouble linking glew with CMake as well. What seems to be reliable for me is manually passing the paths to cmake. Eg. when calling CMake pass something like cmake <...> -DGLEW_INCLUDE_DIR=C:/msys64/mingw64/include/GL -DGLEW_LIBRARIES=C:/msys64/mingw64/lib/libglew32.dll.a
zygon.sisyphus
@zygon.sisyphus:matrix.org
[m]
why it depends on GL ? why not only libsdl2?
and let libsdl take care of this
what I'm trying to do in to mix lite-xl.github.io wit rmlui and lua ( or wasm )
( + luajit )
Michael R. P. Ragazzon
@mikke89
@zygon.sisyphus:matrix.org Historically, SDL2 didn't have a way to render arbitrary geometry. However now that this is added just recently, this PR does exactly what you want: mikke89/RmlUi#252
zygon.sisyphus
@zygon.sisyphus:matrix.org
[m]
THX
I think libsdl2/sfml can manage lowlevel gx api
and rmlui take care of layout / binding/ logic/...
it will help as crossplatform api
zygon.sisyphus
@zygon.sisyphus:matrix.org
[m]
it will be nice to load all as one file ( like asar for electron)
rml/css/lua/resources/...
it can be an squashfs blob inside exe resource and delpoy as one static file
Michael R. P. Ragazzon
@mikke89
@zygon.sisyphus:matrix.org Appreciate the suggestion. I think abstractions such as those suggested here are better left to clients to implement themselves, or another library itself wrapping RmlUi. We try to be lightweight, and provide quite low-level abstractions that makes it easy to integrate into existing engines and frameworks. This would go against that philosophy.
zygon.sisyphus
@zygon.sisyphus:matrix.org
[m]
true, it make sense to have another layer to provide this kind of features.
Giulio Camuffo
@giulio.camuffo:matrix.org
[m]
hi. i'm integrating rmlui into my engine, and i'm seeing that RenderGeometry() is called sometimes without a CompileGeometry() being called before for that geometry. reading the documentation it seems like this should not happen, am i missing something?
that is, i'm never returning null from CompileGeometry() yet RenderGeometry() is called
Giulio Camuffo
@giulio.camuffo:matrix.org
[m]
specifically, i'm seeing that when opening the "Element Info" window in the debugger and hovering the mouse on some element, it wants to draw the red rectangle
Giulio Camuffo
@giulio.camuffo:matrix.org
[m]
hmm... looking at the code it seems this is a debugger specific thing, so i guess i can ignore it
Michael R. P. Ragazzon
@mikke89
@giulio.camuffo:matrix.org Hey. Yeah, I can see now that this may be called from the debugger. You can probably redirect it to your compile function. In any case, let us know how the integration goes or if we can help :)
Giulio Camuffo
@giulio.camuffo:matrix.org
[m]
@mikke89: i was looking at that because i have a big frame drop while inspecting items in the debugger, and indeed if i make RenderGeometry() do nothing then the fps is much better. but i'm still working on the integration, so maybe it will not be so when i'm finished