Learn how easy it is to sync an existing GitHub or Google Code repo to a SourceForge project! See Demo
Windows seem to clip their content to their edges, not
inside of the borders. Should be a quick fix, appears
to affect all layouts.
Logged In: YES
hm.. this one is not so simple.
widgets set their clipping area by calling Base.draw() but
this overrides the clipping area set by the parent. So
widgets are not clipped to their parent panels, but to
their individual dimensions.
When a actual pyui.widgets.Window is drawn, it uses an
offscreen surface so a widgets cannot draw outside
it's "window" but can draw outside it's "panel".
Logged In: YES
I think panels should have their own offscreen surface..
like frames in a web browser.. so they can scroll on their
own like real windows do... I suppose it would sacrifice a
bit of performance (hardware blits are fast anyways..), but
add a lot of potential as far as functionality goes
if the content overflows the panel, the panel could have
scrollbars.. that'd be cool, for the level designer I am
doing it is going to need that sort of functionality.. the
game is a sidescroller so I will need a really wide
scrollable horizontally scrollable panel where many object
can be dragged from the palette panel and dropped into the
having all panels use off-screen surfaces is would use much
more video memory and caues a pretty big performance hit I
A fully scrollable panel/widget is definately functionality
that would be useful but i don't think generalizing all
panels to have that functionality is required.
A "ScrollablePanel" is probably a better implementation.
I think i just fixed the clipping problem. Clipping now
happens at the panel level by default, not the widget
level. Panel remember the clipping rect of their parent and
reset it to that when they are done drawing.
This also removes the requirement for every widget to call
Base.draw(screen) in it's draw method.