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> your code must implement this kind of view, always, in this way Could you elaborate on this? It seemed the opposite to me: I implemented my own view/activity
by ptx 12y ago
> your code must implement this kind of view, always, in this way
Could you elaborate on this? It seemed the opposite to me: I implemented my own view/activity stack, calculated button positions in pixels (no layouts), explicitly specified which keyboard to draw where and when, and so on. Did I miss all the structure?
- carloscm 12y agoIt was the glgui library that gave me that impression. It's true that there appears to be no built-in high level concept of a view as a container/ layout holder/ etc, we are talking about different things. I should rephrase that as "kind of GUI as long as you don't want to dive into raw OpenGL". It was more like, if I want to change how a button is drawn, do I have change the internals of the framework or is that a user-level supported API?
- deleted 12y ago[deleted]
- matthiasg 12y agohttps://github.com/part-cw/lambdanative/wiki/Function-300 https://github.com/part-cw/lambdanative/wiki/Function-300 has containers. If you just want to change the button properties take a look at https://github.com/part-cw/lambdanative/wiki/Function-296 https://github.com/part-cw/lambdanative/wiki/Function-296 , you can even replace the texture on the fly (will have to find you an example).
- carloscm 12y agoIt's true, it's more customizable and flexible than I realized when I first looked into it. I stand corrected.