GUI - Implementing text components
Posted: Mon Sep 29, 2014 11:04 am
I just asked the same thing on SO so please dont hit me for just copypasting most of it, im only at my phone
So, skippedy-boo-bap on the first part. I made a library for basic drawing, ported freetype2 for text rendering and the windowing/input system/basic components work fine.
Buttons and other basic stuff are not very hard, but text components have a lot more requirements - they need to be fast, allow text selection (view-model/model?) and other stuff, and should be extendable in the sense of allowing a program to add whatever funky stuff it needs (like, maybe emoticons) into the text.
What are some/where can I find out about best-practices when implementing good-performing/extendable text components?
P.S.: just got a close-vote on my question.. what is wrong with these guys at stackoverflow^^'
P.P.S.: mods, if links to SO re not wanted here, feel free to remove the links and this notice
So, skippedy-boo-bap on the first part. I made a library for basic drawing, ported freetype2 for text rendering and the windowing/input system/basic components work fine.
Buttons and other basic stuff are not very hard, but text components have a lot more requirements - they need to be fast, allow text selection (view-model/model?) and other stuff, and should be extendable in the sense of allowing a program to add whatever funky stuff it needs (like, maybe emoticons) into the text.
What are some/where can I find out about best-practices when implementing good-performing/extendable text components?
P.S.: just got a close-vote on my question.. what is wrong with these guys at stackoverflow^^'
P.P.S.: mods, if links to SO re not wanted here, feel free to remove the links and this notice