Open aschaeffer opened 7 years ago
This should be done solely on flex side shouldn't it?
I've updated the description.
You can find the Inexor Core counter part in inexor/ui/layer/
:
inexor/ui/layer/InexorLayerProvider.hpp
inexor/ui/layer/InexorLayerManager.hpp
:
The main work for Inexor Core is to make the properties available in the Inexor Tree.
After finishing this, I think it might be an idea to not only manage CEF layers (screen parts), but all rendering layers. I.e. the main ingame screen (where you see your playermodel and the world) just becomes a layer. Same for i.e. the model preview window. The API in flex could stay the same, but core would need some adjustments
Goal
Make the CEF layers available in Inexor Flex, so it's possible to create, remove or modify layers and their properties.
Tasks
/interfaces
into the instance tree:/instances/[:id]/interfaces
/instances/[:id]/ui/layers
/instances/[:id]/ui/layers/[:name]
)/instances/[:id]/ui/layers/[:name]/url
)/instances/[:id]/ui/layers/[:name]/visible
)/instances/[:id]/ui/layers/[:name]/x
)/instances/[:id]/ui/layers/[:name]/y
)/instances/[:id]/ui/layers/[:name]/width
)/instances/[:id]/ui/layers/[:name]/height
)/instances/[:id]/ui/layers/[:name]/mouse/acceptinput
)/instances/[:id]/ui/layers/[:name]/keyboard/acceptinput
)createLayer (instanceId, name, url, acceptMouseInput, acceptKeyboardInput)
createLayerFromInterface (instanceId, interfaceName)
removeLayer (instanceId, name)
setLayerVisiblity (instanceId, name, visible)
loadLayerConfig (instanceId, filename)
saveLayerConfig (instanceId, filename)
Tree Events
In Inexor Flex it is possible to watch on tree events by watching the
postSet
event of a tree node.For example if a layer gets shown or hidden:
The same applies to the other properties of a layer: URL, position and dimensions.