Hi Greg,

very cool! :)
Hope to play with it very soon :)

Do you plan to add your "graphics browser example" to examples?

Thanks for working on this! :)

Carlos

El mar., 28 ene. 2020 a las 3:28, Greg Dove (<greg.d...@gmail.com>)
escribió:

> FYI, I just pushed the WIP on that.
>
> to use it in code, there is a UIGraphicsBase target.
> I'm still not happy with that, so it could change over time. At the moment
> the svg 'child' in javascript that is used as the 'rendered output'
> participates in the child element count for that class. Ideally it should
> not do that and should always be behind the children. Obviously there are
> different ways to make that work including adding a separate 'children' div
> container, but I wanted to see if there was a way to keep the native
> implementation as siblings but avoid the '0' indexed svg element from
> showing up in the normal api for child elements.
>
> Anyhow, a simple way to start working with this is as follows:
>
> Assuming you have the following in mxml;
>
> <js:UIGraphicsBase localId="jsGraphicsTarget" x="100" y="100"/>
>
> then you could do the following somewhere inside a script block:
> (assuming: import org.apache.royale.display.Graphics; )
>
> var graphics:Graphics = Graphics.getInstanceFor(jsGraphicsTarget);
> {now use 'graphics' similar to how you would for swf here}
>
>
> On Tue, Jan 21, 2020 at 8:18 AM Greg Dove <greg.d...@gmail.com> wrote:
>
> > Thanks for checking that, Carlos. I think it should be quick to add this
> > to Royale after I am back from vacation.
> >
> >
> >
> > On Mon, 20 Jan 2020, 01:21 Carlos Rovira, <carlosrov...@apache.org>
> wrote:
> >
> >> Hi Greg,
> >>
> >> awesome work! Hope you can get ANT working soon. Although I think is not
> >> required and you can get to that at a later time when you have the
> time. I
> >> think the most important thing is not break maven/ant builds and not
> >> affect
> >> current code. Saving that, I think is safe to commit the work, and then
> go
> >> incremental from that point. I use to work in that way. If something can
> >> break build or running code, so it can be ensure integrity in one
> commit,
> >> then is better to work in a branch and merge as soon as you get the safe
> >> state.
> >>
> >> Thanks for working on that. it will make Royale even more interesting. I
> >> think it could be great to use in Jewel for some graphic improvements :)
> >>
> >> Looking at the example, I went through all and see all working good or
> >> with
> >> the issues already mentioned in the text part (Mitter, Bitmap repeat
> >> Error,...). Is curious to see that lines and curves seems to render
> better
> >> now in browsers than in Flash Player where still lacks of some weird
> >> representations when going from rect to curve.
> >>
> >> We'll be showing this as soon as you commit to develop in social
> networks.
> >> I think this can be of interest  for many people out there that can see
> >> Royale reaching new and important capabilities.
> >>
> >> Congrats for what you have achieved here!! Is awesome! :)
> >>
> >>
> >>
> >> El dom., 19 ene. 2020 a las 4:01, Greg Dove (<greg.d...@gmail.com>)
> >> escribió:
> >>
> >> > Just quickly, to add to the list at the bottom of the last email....
> >> > another thing you can do is download the rendered svg.
> >> > It should open in Inkscape or Illustrator. I have been mainly using
> >> > Inkscape to check that, I think it is more accurate in terms of
> >> conforming
> >> > with svg spec.
> >> >
> >> >
> >> > On Sun, Jan 19, 2020 at 3:41 PM Greg Dove <greg.d...@gmail.com>
> wrote:
> >> >
> >> > >
> >> > > Just a quick update on where I am at with the above.
> >> > > I was hoping to get the the current code for this in before I go on
> >> > > vacation for the next week, but I won't be able to do that (I need
> to
> >> > work
> >> > > through the build side of things, I have only got maven working so
> >> far).
> >> > >
> >> > > I have been focused recently on BitmapData support and have what I
> >> think
> >> > > is an adequate starting point for this.
> >> > > it is really only supporting setPixel, setPixel32, fillRect, lock,
> >> > unlock,
> >> > > dispose. I did add a couple of other methods, but have not really
> >> started
> >> > > to test those yet.
> >> > >
> >> > > If you are interested you can test this and let me know of any
> issues
> >> you
> >> > > see. I have a series of test suites in a live testing app I have
> been
> >> > using.
> >> > > (This is really meant for desktop use, but does actually show
> >> something
> >> > on
> >> > > a large screen tablet).
> >> > >
> >> > > Here is a direct link into one of the bitmap based tests:
> >> > >
> >> >
> >>
> http://interactionscript.com/royale/swf-graphics/index.html?defaultTest=4,1
> >> > > See instructions at the end of this email if you want more info
> about
> >> > what
> >> > > you can do.
> >> > >
> >> > > This is working with beginBitmapFill, and lineBitmapStyle. Smooth
> vs.
> >> > > non-smooth works on quite a few browsers, but not all browsers seem
> to
> >> > > support the non-smoothing (i.e. 'non-alias' or 'crisp' scaling)
> >> option.
> >> > > Repeat vs. non-repeat needs more work to get it to match because of
> >> the
> >> > > way that patterns work in svg vs. how this works in flash.
> >> > > I hope it will be possible using a feConvolveMatrix filter and a
> >> > > 'duplicate' option for 'edgeMode', but I only started looking into
> >> that
> >> > > today and need to stop for now.
> >> > >
> >> > > Browsers: So far I think the most problematic browser seems to be
> >> desktop
> >> > > Safari, although IE11 is not great for some gradients.
> >> > > Things seem to work ok also on mobile tablets I tested on (old iPad
> >> and a
> >> > > 6 year old Samsung Tablet with Chrome 59.x).
> >> > >
> >> > >
> >> > > What can you do with the testing app?
> >> > > It's really only to verify what works and what doesn't across
> >> browsers.
> >> > > But it would be great - if you have some time to play with it  - if
> >> you
> >> > > could check to see if there are any glaring issues that I have not
> yet
> >> > > encountered, and let me know.
> >> > > Here are some things you can do:
> >> > > 1. You can look at all the tests and compare them visually
> >> side-by-side
> >> > > between html5 and Flash.
> >> > > 2. if you see bitmapData referenced as a variable in the code
> display
> >> on
> >> > > the main screen, you can do things with it. For example, in the link
> >> > above
> >> > > it shows 'bitmapData0' being referenced as a var. In that case if
> you
> >> > typed
> >> > > 'bitmapData0.dispose()' in the javascript console, it will run that
> >> code
> >> > in
> >> > > both javascript and flash, you will see the drawn content that used
> >> that
> >> > > bitmapdata as a fill or stroke suddenly 'unpaint' itself visually.
> You
> >> > > could also use fillRect, and setPixel etc to run that code in both
> >> > > javascript and flash. Note that BitmapData api is not yet fleshed
> out
> >> > very
> >> > > much at all.
> >> > > 3. You can (at least on Chome and some other browsers) send the
> >> currently
> >> > > executed code to the javascript console. You can then copy, paste,
> and
> >> > > change some values before pressing enter to execute the same code
> with
> >> > > different settings. It will then run that code in both javascript
> and
> >> > > flash.
> >> > > 3. You can open the javascript console and do a bunch of arbitrary
> >> stuff.
> >> > > When you are doing that, simply imagine you already have imports for
> >> > > Matrix, BitmapData, Rectangle, and that you can simple type
> >> > > 'graphics.{myGraphicsMethodHere}' for the target graphics context.
> >> > >
> >> >
> >>
> >>
> >> --
> >> Carlos Rovira
> >> http://about.me/carlosrovira
> >>
> >
>


-- 
Carlos Rovira
http://about.me/carlosrovira

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