Closed narenjo closed 3 years ago
Right, looks like a bug. Just to make sure can you share a small code sample that makes it happen? Also, if you have a chance, if you switch to new-component-method
branches of both haxeui-core and haxeui-openfl does the problem go away?
Thanks, Ian
hello Ian thanks for prompt answer, I use haxe ui for my in game level editor
this is code example
`
package;
import openfl.display.Bitmap; import openfl.display.BitmapData; import openfl.display.Sprite; import openfl.Assets; import openfl.events.Event; import openfl.geom.Rectangle;
import openfl.display.Tilemap; import openfl.display.TileContainer;
import haxe.ui.Toolkit; import haxe.ui.components.Label;
import haxe.rtti.Meta;
class Main extends Sprite {
public function new () {
super ();
Toolkit.init();
var myText:Label = new Label();
myText.text = "Test Label";
myText.color = 0x000000;
addChild(myText);
}
} `
This code used to work for me before! To workaround I added font size to TextDisplayBase.hx
_textStyle.fontSize = 14;
var fontSizeValue = Std.int(_textStyle.fontSize);
I will try to switch to new-component-method branch, is that the version should I use for my in game level editor?
Thanks
new-component-method will become master yes, so thats certainly a better test bed for any future UI.
hey
I encountered a bug while using git of haxeui-openfl. on TextDisplayBase.hx:66
lib crash on var fontSizeValue = Std.int(_textStyle.fontSize); // in case of undefined textstyle.fontsize (no default value)
I have no text in my UI, I think default value must apply somewhere