On Tue Feb 25, 2020 at 20:49, ~ssttevee wrote:
Thanks for the pointers, I've submitted a patch introducing the
Should thefocusedstate of
gesture.Clickbe updated to reflect a css hover or a focus like a html button?
It should behave like a CSS hover.
On Tue Feb 25, 2020 at 12:59, ~sircmpwn wrote:
Note that the notice is only shown to the owner of the repository, not
Would you consider renaming LICENSE-MIT to LICENSE, or merging
the licenses into a single file which also explains the dual-licensing
I would, but have gone through quite a bit of juggling to get https://pkg.go.dev/gioui.org/ to recognize the dual-license, and I'm not sure their https://github.com/google/licensecheck will recognize the combined LICENSE file. Just renaming one of UNLICENSE, LICENSE-MIT to LICENSE seems wrong; I don't want to emphasise any of the licenses.
As long as the scary message is only for me, I'm ok.
On Tue Feb 25, 2020 at 07:11, ~ssttevee wrote:
I'm not sure if this is expected behaviour, but it doesn't align with other pointer events that I'm familiar with (which is mostly from the browser). The problem could also be that the use of the wordfocuseddoesn't match that of the browser. Right now it seems like a hybrid of hover and focus: mouseover to focus, click elsewhere to unfocus.
So, I assumed focus means hover in browser speak, and dug into the internals.
It looks like
pointer.Moveevents when the pointer is intersecting with the specified area thus not giving a chance tounfocus. I had to stop at once I hit the ops package since I'm new here and everything's still way over my head.
My goal is to create a
gesture.Hoverthat works like that of the browser.
I believe the correct fix is to introduce two new pointer.Types, Enter and Leave. Then io/router/pointer.go needs to track the topmost handler and send Enter/Leave events whenever it changes.
Do you want to take a stab at it? Other than adding the new Types, I believe pointerQueue.Push
is the right location for tracking thefocusedhandler.
The project is dual-licensed under the UNLICENSE and LICENSE-MIT, both licenses included in the repository root under those names.
Yet git.sr.ht puts up a notice (Heads up! We couldn't find a license file for your repository...) which may scare away potential users.
On Sat Feb 15, 2020 at 9:24 PM, ~royyhlee wrote:
Hi Elias, I submitted the patch following the contribution guide
It appears the patch didn't get through. Can I get you to resend the patch to my address, email@example.com? I'm very sorry for the inconvenience.
Two users have reported sending patches, one of who is a regular contributor. None of their patches made it through to
Thanks for investigating. Can you be persuaded to create a patch with your fix?
RESOLVED FIXED REPORTED
On Tue Feb 11, 2020 at 6:01 PM, Raffaele Sena wrote:
So, I am getting somewhere...
I have printed out some info about the GL engine and I get this:
VENDOR ATI Technologies Inc. RENDERER AMD Radeon Pro 455 OpenGL Engine VERSION 2.1 ATI-3.5.5 SHADING LANGUAGE VERSION 1.20
If I run GLView I get this:
Renderer: AMD Radeon Pro 455 OpenGL Engine Vendor: ATI Technologies Inc. Version: 4.1 ATI-3.5.5 Device: MacBookPro13,3 Shading language version: 4.10
Renderer: Intel(R) HD Graphics 530 Vendor: Intel Inc. Version: 2.1 INTEL-14.4.23 Device: MacBookPro13,3 Shading language version: 1.20
So, it seems OpenGL is running in the compatibility mode/profile, that is the default mode.
I was looking at the C.gio_createGLView, that seems to be what sets
the profile to 3.2 Core, but I am suspecting that it would be called
AFTER you check for the version. Is that possible ?
I don't think so. The version comes from glGetString(GL_VERSION) which is called with a fully initialized OpenGL context.
I checked GLCaps on my own mac, and my results look very similar to yours: a core 4.1 profile and a compatibility 2.1 profile.
Something else must be going on. Did you get a chance the check the actual version returned by ParseGLVersion and the set of triples attempted (and failed)?
Interesting. Are you saying that even the version check here
fails? If so, the problem appears to be in gl.ParseGLVersion