Plecra
Plecra
Oh, I see we're rendering on canvases for the shapes! `Gradient` *should* be perfect for this, but I can't figure out how to make it work :/
Hahah! ```ts const filled = createSignal(0); const myRect = createRef(); view.add( new Gradient({ from: myRect().cacheRect().topLeft, to: myRect().cacheRect().topRight, stops: [{ color: "blue", offset: filled() }, { color: "white", offset: filled() }]...
(Related feature request: It'd be rlly awesome to be able to use absolute positions with `Gradient` so I can use it across multiple nodes)
That would be to simplify this: ```ts const filled = createSignal(0); const space = createSignal(); const layout = {[[300, 100], [420, 20]].map(([w, h]) => { const rect = as Rect;...
Hmm could the sizes be specified as percentages of the parent? I don't want to have to manually scale `filled`
Oh, that was confusing of me! :D I'd only seen @brandonpelfrey's comment when I sent that. As for `Gradient` as a `Node`, I don't really understand what you're proposing. Gradients...
How would a hashing algorithm deal with collisions? Obvious question, but I don't see how this issue can be addressed without resolving it 😶
I'm concerned about unsafe code making assumptions that any given `TypeId` must only have one representation, since I can't tell how that'd be avoided. I think Rust's safety is best...
What do you mean by that? There's a lot that can be done to defend from dangerous code, and Rust is an effort to empower developers in that sense. As...
It'd be a shame to have to use some kind of boilerplate. The ease of use of components at the moment is just brilliant. And given a decent hashing algorithm,...