Comments (6)
I believe Rust-Event will be more suitable for higher level event programming. Writing up a reddit post now that explains this in more detail.
Passing GameEvent
directly seems like a good way forward. I've suggested to deprecate the Game
trait because it has scaling issues in terms of maintenance complexity. PistonDevelopers/piston#521
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There is one issue, which is how we will handle unicode text input in Piston, but this can be built into GameEvent
with the assumption that all text input fields share state, for example that "Insert mode" and caps lock applies to all text controls and not just a single text field.
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Thanks for the link to #521, I didn't realise this about the Game trait - I'll have a go at moving over to the GameIterator tonight, it does make a lot of sense 👍
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Finished writing the article about Rust-Event http://www.reddit.com/r/rust_gamedev/comments/2cviwl/understanding_rustevent_eventcursor_duality/
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Nice work! Will check it out now :)
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I'm going to close this for now - this issue was originally related to discussing ideas for a widget callback system, however this is no longer necessary now that Conrod is taking shape in more of an Immediate-mode style using closures.
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