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Re:LambdaNative – A cross-platform development environment w... by ptx on Tuesday October 07, 2014 @04:15AM (#8420074)
> your code must implement this kind of view, always, in this way

Could you elaborate on this? It seemed the opposite to me: I implemented my own view/activity stack, calculated button positions in pixels (no layouts), explicitly specified which keyboard to draw where and when, and so on. Did I miss all the structure?

Re:LambdaNative – A cross-platform development environment w... by carloscm on Tuesday October 07, 2014 @08:50AM (#8420796)
It was the glgui library that gave me that impression. It's true that there appears to be no built-in high level concept of a view as a container/ layout holder/ etc, we are talking about different things. I should rephrase that as "kind of GUI as long as you don't want to dive into raw OpenGL". It was more like, if I want to change how a button is drawn, do I have change the internals of the framework or is that a user-level supported API?
Re:LambdaNative – A cross-platform development environment w... by matthiasg on Tuesday October 07, 2014 @06:52PM (#8424441)
https://github.com/part-cw/lambdanative/wiki/Function-300 has containers. If you just want to change the button properties take a look at https://github.com/part-cw/lambdanative/wiki/Function-296 , you can even replace the texture on the fly (will have to find you an example).
Re:LambdaNative – A cross-platform development environment w... by carloscm on Wednesday October 08, 2014 @11:17AM (#8427319)
It's true, it's more customizable and flexible than I realized when I first looked into it. I stand corrected.