Comments (7)
I can do that.
from hellspawner.
From your description above, I'm not sure what the issue is.
What is the issue?
from hellspawner.
hmm, okey there is few issues, i see with texture loader.
- everyone, who wants to use our widgets, needs to pass
TextureLoader
there, I don't think it is ok,
just like: why user should care, how the widget loads its textures? - it isn't necessary to load textures with textureLoader for images (in dcc/dc6/dt1 editors). we're creating image.RGBA and then, converting to
giu.Texture
. but at the moment giu hasImageWithRgbaWidget
so we don't need to do that.
so, in summary, there is a lot of code, we can clean up and simplify.
from hellspawner.
But you're actually proposing multiple refactors:
- Remove
hscommon.TextureLoader
from widget provider functions (this kind of detail should be hidden from external callers, makes sense) - Change image implementation used by widgets (to reduce complexity, good idea)
- Remove
hscommon.TextureLoader
entirely from codebase (make loading textures less painful, I like it)
If this is the case, I'd like for you to close this issue and open individual issues, and to provide coherent titles and descriptions for those issues.
Thanks!
from hellspawner.
yah, thats the case, but these points are strongly related with each other. you can't Remove hscommon.TextureLoader from widget provider functions
before you Change image implementation used by widgets
(images and imageButton
s btw).
if you wish, i can open as separated issues, but we will still have to implement them in a specific order.
from hellspawner.
you can't Remove hscommon.TextureLoader from widget provider functions before you Change image implementation used by widgets
I'd appreciate it if you provided that kind of detail when you open an issue.
Also, it sounds like that wouldn't be an issue if we did another refactor that unifies the way we load images throughout the entire codebase (I thought this is what hscommon.TextureLoader
was doing.)
from hellspawner.
okey, after a few tries, I came to the conclusion that removing giu.Texture
s isn't so easy.
the reason is:
imageWithRGBAWidget has bug/feature that causes losing image texture when image isn't visible. So in dcc/dc6 editors we'll se a kind of delay while scrolling around frames/directions. It'd be better to preload textures and show them by ImageWidget
in case of TextureLoader: I'm not sure it is necessary. Does anyone remember why don't we use giu.NewTextureFromRgba(...)
?
from hellspawner.
Related Issues (20)
- animation data editor is displayed incorrectly
- add support for non-english fonts (string table editor)
- DCC Widget: GIF export should be an editor feature
- DCC Editor "Change Palette" cannot be closed by the window's X button HOT 1
- merge `dccwidget` and `dc6widget` HOT 5
- need to merge DT1 sub-tile flags edit/preview UI
- refactor logging throughout the app HOT 1
- DT1 widget: subtitle type scrollbar should be a drop-down HOT 3
- Unexpected behavior when double/triple/N clicking a file in the MPQ Explorer HOT 3
- Fix broken build
- Redundant helpers functions in hswidget
- hsdialog: handle keyboard shortcuts inside of popup modal widget
- DAT palette editor needs a refactor
- hswidget/dt1widget: add keyboard shortcuts for switching tile groups
- hswidget: widgetState encoder needs refactor
- DT1 editor: setting palette does not work HOT 2
- dependencies: back to giu upstream HOT 7
- Creating a new project appends the extension again HOT 1
- Ubuntu 20 - go.sub "malformed module path "embed": missing dot in first path element HOT 1
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from hellspawner.