Split UI Features from Logic #135
Replies: 2 comments 3 replies
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Speaking of UI in PankuConsole, here are some key points:
I'm still not fully clear on the specific problem you're facing. Are you planning to develop a new module with a custom UI, or are you experiencing difficulties in customizing the data controller? Providing an example of the specific obstacle you're encountering would be helpful in understanding the issue better. |
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The difficulty is customizing the UI without having to change something in the project, or keeping the UI in a place separate from the singleton, for example I want the UI to be part of something in the game or to be inside a node that customizes the visualization with a shader |
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Problem
I've been testing the console for some time and I realize this big dilemma for its flexible use in final projects
Separating the logic from the UI would solve this, one plan is for the UI to read values and signals from the PankuConsole singleton and subscribe to signals from the singleton responding if necessary by directly called methods.
The Core wouldn't need to know if there is a UI or not.
The biggest benefit of this approach is that UI elements can be placed anywhere in the node tree, which could be within a game UI for example, or within post-processing. The core does not need to know whether or not a UI exists.
Plan
I intend to start this work today mainly understanding how the modules work, for me this is the biggest dilemma that makes it difficult to easily transform the UI into a separate element in the architecture. Maybe each module will also add a UI element if necessary.
I'm open to ideas on how to solve it and I also want to question some elements of the addon in the future to make their importance clear so I can split this safely without breaking anything.
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