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Add rmlUI docs #1672
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The lua api mostly follows the official implementation, which has documentation here: https://mikke89.github.io/RmlUiDoc/pages/lua_manual/api_reference.html We will need an article for things that deviate from this. I recall a few cases:
And then general guidance for how RmlUi specifically integrates with Recoil widgets. |
Yup, takes an extra parameter to bind to the "widget" parameter in the document's Lua context That's so inline event handlers can happen. The only custom component is the texture one. I've not found any reason to make any more than that. Is the data model in the default RmlUi Lua implementation reactive on more than just the first level? The way I've set up the data model all keys for reactivity are expected to exist at creation. I'm not quite sure what happens/should happen if the same data model is "opened" repeatedly. The big RmlUi examples widget I've been working on is intended to act as a library of in-game examples with accompanying code |
I think reactivity at any depth on the data model would be ideal. |
#1955 adds reactivity. I don't think the lack of reactivity was documented anywhere so this is just an unactionable remark. |
Examples, API listings etc.
AFAICT Lua interface seems to be defined in these functions, dunno about the rest:
spring/rts/Rml/SolLua/RmlSolLua.cpp
Lines 71 to 81 in 432f997
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