Okay y’all, I’ve condensed my ideas about a new UI tool into one (hopefully) coherent document. Can y’all be so kind to see if this is a good approach to programming UIs?
Okay y’all, I’ve condensed my ideas about a new UI tool into one (hopefully) coherent document. Can y’all be so kind to see if this is a good approach to programming UIs?
@bouncepaw yeah, theming is fun indeed. But then, if the user can (and probably should) change the styles to the ones they like, it’s not a problem?
An alternative could be to make a palette and allow styling this palette instead. Which is as restrictive as per-element styling, but might be more universal and harder to break. Hmmmmmm.
@/exit paired with spinning up a new script with a new state a la web 1.0 updates.@aartaka Then yeah, simple mechanism of changing scenes, pulling state, presenting new scene would be pretty good. Honestly, I think it could be nicer than the preformant designs of diff trees (no that one couldn't be used by an implementation internally).
Would a every flickgame vibe where you transition to a whole new scene when you need a new layout. The sketch of my feed reader for a simplified feed format would work well with this.
(currently each view is one command)
@aartaka If you do, a worth wild set of thoughts after gaining better clarity of my own idea
https://social.nouveau.community/@andnull/116581428966014528
I should touch this page up one day with some better names for the last two tiers cause I've kinda gained some better understanding of them. I'd call Type-2 "Flat Object-Oriented Flicklikes". They are oriented around objects which execute commands against the world. However, they themselves cannot contain objects within them. Type-3 would then be "Recursive Object-Oriented Flicklikes" where objects can contain not just scripts, but other objects. Thus, the system becomes self similar. Each object in the scene is itself a scene of objects. This basically describes "normal object-oriented game engines". https://www.sheeeeeeeep.art/flicklike.html
@andnull so my idea is:
• Inputs have state and preserve it across actions.
• Buttons have outputs, which may point at other elements. So this is a small escape hatch for modification of other elements. I’m not sure I should even retain it instead of appending outputs right after buttons / sections.
I don’t want UI that jumps around. So yeah, it should be as static as possible in a minimal implementation. Web 1.0 and server-side rendering is a good reference.
@aartaka I like the design! I'm amazed you managed to write such a good big document in such a short time. I'll read in detail later...
P. S. I read the name as constrictor.
@bouncepaw writing is my full-time activity, thus the speed, ahah.
Huh, this name interpretation is fun too! An idea for a mascot!