update TODO
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TODO
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TODO
@ -12,10 +12,10 @@
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to maintain focus until mouse release (fix scroll bars)
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[x] Clip element bounds to parent div, specifically text
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[ ] Resizeable divs
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[ ] Implement a z index and sort command buffer based on that
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[x] Implement a z index and sort command buffer based on that
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[ ] Ctx.set_z_index()
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[ ] Sort command buffer on insertion
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[ ] Standardize element handling, for example all buttons do almost the same thing, so write a lot of boiler plate and reuse it
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[x] Sort command buffer on insertion
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[x] Standardize element handling, for example all buttons do almost the same thing, so write a lot of boiler plate and reuse it
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[x] The id combination in gen_id() uses an intger division, which is costly, use another combination function that is non-linear and doesn't use division
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[ ] Animations, somehow
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[ ] Maybe cache codepoint converted strings
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@ -30,22 +30,25 @@ to maintain focus until mouse release (fix scroll bars)
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[ ] gif support?
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[ ] layout_set_max_rows() and layout_set_max_columns()
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[x] Maybe SDF sprites??
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[ ] Stylesheets and stylesheet import
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[ ] use SDF to draw anti-aliased rounded rectangles https://zed.dev/blog/videogame
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[x] Stylesheets and stylesheet import
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[x] use SDF to draw anti-aliased rounded rectangles https://zed.dev/blog/videogame
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[ ] Subdivide modules into ugui::ug for exported functions and ugui::core for
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internal use functions (used to create widgets)
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[ ] The render loop RAPES the gpu, valve pls fix
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[x] The render loop RAPES the gpu, valve pls fix
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[ ] The way the element structures are implemented wastes a lot of memory since
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each struct Elem, struct Cmd, etc. is as big as the largest element. It would
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be better to use a different allcation strategy.
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[ ] Add a way to handle time events like double clicks
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[ ] Border and padding do not go well together if the library issues two rect commands, the visible
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border is effectively the border size plus the padding since there is a gap between the border
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rect and the internal rect. A better solution is to leave it up to the renderer to draw the rect
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correctly
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## Layout
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[ ] Text reflow
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[x] Flexbox
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[ ] Center elements to the row/column
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[ ] Text wrapping
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[ ] Text wrapping / reflow
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[ ] Consider a multi-pass recursive approach to layout (like https://github.com/nicbarker/clay)
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instead of the curren multi-frame approach.
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@ -78,16 +81,11 @@ to maintain focus until mouse release (fix scroll bars)
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[x] Fix the missing alpha channel
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[x] Fix the alignment
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## Raylib
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[x] Implement type (Rect, Color, Point) conversion functions between rl:: and ugui::
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[x] Implement pixel radius rounding for border radius
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## Widgets
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[x] Dynamic text box to implement an fps counter
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[x] Button with label
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[ ] Text Input box
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[x] Text Input box
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[ ] Icon Buttons
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[x] Switch
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[x] Checkbox
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@ -111,9 +109,10 @@ to maintain focus until mouse release (fix scroll bars)
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## SDL3 Renderer
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- smart batching
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- maybe use instancing since we are always drawing the same geometry. With instancing every
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[x] smart batching
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[x] maybe use instancing since we are always drawing the same geometry. With instancing every
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different quad could have its coulour, border and radius with much better performance than
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issuing a draw call for every quad (and uploading it)
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https://rastertek.com/dx11win10tut48.html
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https://www.braynzarsoft.net/viewtutorial/q16390-33-instancing-with-indexed-primitives
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[ ] implement min and max fps
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