Results 42 comments of Fireclaw

As nice as it sounds to integrate other existing toolkits, I'm not sure this is going to happen anytime soon. There are a lot of toolkits around that have been...

I see, makes sense. Then I'd say, let's see how well the FRAME editor and especially it's DirectGuiDesigner integration is acknowledged by the community. Since that's probably (please correct me...

@Moguri can you please also add the directgui tag?

Right, don't need to put it on the C++ side right away, but if we don't we should consider working preferably with already existing structures and features to ease the...

Finding widgets can be done through the parent/child structure and the sort order in the tree. e.g. if we have the following structure: ![NavigationFlow](https://user-images.githubusercontent.com/3169709/184087918-06aa1708-0bfd-46ba-b586-efb25fe3ecb8.png) The first selected element will be...

Oh and, if we don't have a sort value or equal sort values, we'll best go by the order the widgets have in the scene graph given by get_children which...

Yes, in that case you'd need to define which widgets are around the selected widget. This may come especially complex if you have, say, a dynamic pie menu or skill...

Also, if such a map would be integrated, it probably must be a 3 dimensional map since DirectGUI can also live in the 3D scene rather than just in 2D...

> What I'd suggest, then, is that DirectGUI by default construct such a map in the background That's what I thought too, don't want to have different logic for one...

> I was actually imagining four (or more) spatial dimensions, I believe. Tesseract UIs? :P You see, the first thought I had was UI controlled by intervals moving around and...