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An issue I've come upon several times is trying to update an Image Widget, similar to how you can change the styles/text of other widgets. The current workaround is to have it as a Resident layout and change the room to a new Resident with a new widget, but it's kinda clunky. I'm wondering whether there's a way to update the SDL texture associated with the image instead? Something like
val update_image : Bogue.Image.t -> Bogue.Image.t -> unit
where update source target would mutate target to have the same texture (and therefore image) as source
Happy to take a stab at it (although currently in uni, may be a while), but wanted to get a rough sense of "is this feasible" from someone who might know more :)
The text was updated successfully, but these errors were encountered:
It's a reasonable request. Two behaviors can be considered:
the target image links to the source, so when the latter is modified, the former too
the target image is a hard copy of the source made at creation time only.
Then:
1: is natural for instance when you have many sprites with the same image
2: is maybe a better choice because if we want to have the behavior of 1). we could first create the target image with Image.copy and then only update the source.
(Feature Request, not critical)
An issue I've come upon several times is trying to update an
Image
Widget, similar to how you can change the styles/text of other widgets. The current workaround is to have it as aResident
layout and change the room to a newResident
with a new widget, but it's kinda clunky. I'm wondering whether there's a way to update the SDL texture associated with the image instead? Something likewhere
update source target
would mutatetarget
to have the same texture (and therefore image) assource
Happy to take a stab at it (although currently in uni, may be a while), but wanted to get a rough sense of "is this feasible" from someone who might know more :)
The text was updated successfully, but these errors were encountered: