Comments (1)
I've felt tempted to do so a couple of times, but currently there's no plan to integrate anything like that. You could easily use your favorite vector drawing library along side of TB (and it's easy to write a gl 2.0 backend), but i guess what you really is asking for is vectorized skinning capabilities? So you can just specify corner roundness and gradients in the skin file without embedding bitmaps.
Since that would grow TB a lot (and make renderer implementation a lot more complex) i've implemented something different (see Issue #4. Unfortunately it's rotting on an old branch atm.) With that you can use font glyphs for most stuff (icons, flat shapes such as rounded rects to use in skin elements) with no extra dependency, but still need bitmaps for gradients. As a bonus the performance gets even better since skin & text are dynamically baked into the same texture and end up in the same rendering batch.
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Related Issues (20)
- Glyph collision in hashmap
- Korean input not support under Windows HOT 5
- Window without System Window HOT 2
- Fonts switch HOT 2
- Unicode language Input with Extra Enter HOT 1
- TBEditField rendering performance HOT 7
- Remove scroll bar of TBEditField HOT 2
- The Relationship with AtomicEngine's Turbobadger HOT 2
- TBImageManager improvements
- Need update to new version of third lib stb_image
- Suggestion on how to best implement drag and drop between item source views.
- Missing TBMover factory
- how to run the tests ? HOT 1
- TBLayout: one fixed item and one item take remaining space HOT 1
- How should I use TBWidgetsReader to set up a widget?
- gcc9 warning
- Nice project. But it was abandoned? HOT 6
- It works on emscripten/wasm? HOT 1
- OnInflateChild question HOT 4
- Dawing custom shapes HOT 2
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from turbobadger.