Open mechPenSketch opened 1 month ago
I think Solution 2 is the best, so I'll be elaborating on that:
incViewportModelConfirmBar()
, "Edit Mesh" and "Copy Mesh" share the same button.incTooltip(...)
takes "Edit Mesh" and "Copy Mesh" as possible arguments, I should look into creator.widgets.tooltip too.igButton(...)
could be where the button is drawn. Need to look further in creator.widgets.button.
igButton(...)
do? Does it draw the button? Can I draw another button by calling it again?incInspectorTextureSlot(...)
to see how the drag-drop is identified as an image.void applyTextureToSlot(....)
seems to be defined within incInspectorTextureSlot(...)
.ImGuiPayload
, and what Data
does it have?incInspectorTextureSlot(...)
, line 696 to see how a texture is loaded into a slot.incDeleteChildrenWithHistory(Node[] ns)
on line 376.merge(..)
as a function, specifically for other actions.To help me find igButton(...)
, I've decided to open Visual Studios. I haven't used it for a long time, so I brought it up to date, even accounting for CMake and DLang. However, there are syntax errors in the code, so vs can't go to where igButton(...)
is defined.
To start, I want to look at lines 22 and 24 in source/app.d
:
import inochi2d; // Error: can only import from a module, not from package inochi2d.inochi2d
....
import il18n; // Error: can only import from a module, not from package il18n.il18n
The root problem is that there are no files whose modules is inochi2d or il18n. No inochi2d.d
or il18n.d
in the folder containing app.d
, nor inochi2d.d
or il18n.d
folders containing package.d
.
I've opened up the project by local folder. Is there any steps I've missed out?
I've switch to vs code. Apparantly, it's undocumented, but binding to C.
I've cross-referred with creator.viewport.vertex's void incViewportVertexConfirmBar()
. Looks like igButton(...)
generates a button in the process while checking whether it's pressed.
Validations
Description
I separate lines and fills into different layers so that the future, if I want to update either, the other would not be affected in the process.
Each of the layers are added as a Mesh. I then created a MeshGroup and added them in as its children.
When I export my puppet, the two layers take up separate spaces on the atlas screen. If there is a way to lay the line layer onto the fill layer, that would save space.
Suggested solution
For every Mesh in a MeshGroup, if the mesh does not have any vertices, they will merge in the atlas by default.
Alternative solution
I have few other ideas on this:
Additional Context