Emil Segerås
Emil Segerås
I don't think you'll need onenter/onexit events to implement tooltips. This is the plan i've had to implement tooltip support (i still haven't gotten around to do it): TBTooltipManager: -Register...
What is taking time in TBTextFragment::Paint then? Are you using many fonts? I guess the GetFont call in it could be slow. I haven't had any performance problems with it....
27ms spent in TBEditField::OnPaint seems insanely slow but i guess profiling itself made it a lot slower?
I did some profiling on master and made some optimizations (will try to push something within a few days..). However, on the shape rasterizer branch, the new kerning support is...
The comment is mentioning glut but the demo actually use glfw now (the implementation is in port_glfw.cpp). You don't need it if you're doing a game (with a game loop),...
You can still use TB events, including PostMessageOnTime. The messages will be handled when you call ProcessMessages which you'll do often in the game loop. If there's nothing to do,...
I had plans to implement that in TBLayout (with a new overflow mode "LAYOUT_OVERFLOW_WRAP"). I'm not sure it's such a good idea to put even more stuff in TBLayout though....
The srect, sglyph, sblur (etc.) attributes are commands (as you expected) to the stencil buffer, that is then rasterizer using the color command. The target is a bitmap fragment. So...
Yes, true. The simple layout that non-TBLayout widgets do, cannot reapply padding like it does when inflated. This is because it doesn't know the difference between widgets that should, and...
I'll push a fix to shape-rasterizer-3, that makes TBSkin::Load callable multiple times btw. I'll use it to change theme. Same skin and paddings, but with different set of colors.