On Saturday, February 22, 2020 at 5:00:33 AM UTC+1, howar...@gmail.com 
wrote:
>
>
> I have updated it to support go modules, and added support for the 
> recently appearing Gio and Fyne GUI toolkits. They are both operational, if 
> a bit oddly. I tested Gio on Windows yesterday when I had a chance, and it 
> did build, but for some reason, did not respond to mouse movements, only 
> mouse scrolling, and I have not resolved that issue yet.
>
>
I would love to figure out what causes the missing mouse events on Windows. 
To not derail this thread, please do file an issue on gioui.org/issue/, 
join #gioui on the gophers.slack.com channel, or write me directly at 
m...@eliasnaur.com.

FWIW, I ran the renderview/cmd/cmdgui program on Windows 10 which showed me 
a bunch of editable fields, all clickable.
 

> So now, in addition to serving as a quick and dirty tool for exercising 
> your image generating or algorithm visualizing code, the code-base itself 
> serves as a comparative implementation of the same task in Shiny,  go-gtk, 
> GoTK3, Gio, and Fyne.
>
>
Nice.
 

> As far as Windows goes, the Shiny backend works fine to draw a pannable, 
> zoomable image with Renderview on Windows, and as far as I am aware, 
> requires no further dependencies. But there is still not an editable text 
> widget in Shiny, and while I was able to find a third-party multi-line text 
> editor, I was not able to find a single-line one suitable for using as a 
> generic data entry field. 
>

Have you seen https://github.com/aarzilli/nucular? I believe it has a Shiny 
backend.

For example, with Gio, I had to download a set of .DLL files and extract 
> them into the root folder of my Go build, as documented on the Gio website.
>

I happen to be working on a direct3d port of Gio which I hope to have ready 
within this week, in which case the 3 opengl DLLs are no longer needed. You 
can follow the work at https://git.sr.ht/~eliasnaur/gio/log/d3d11.

-- elias

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