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If we reference/call styles within styles, how and what are name-styles working? Can we reference a name style, like for 'post' in other styles?
- We need a standard for these things, is it 'referencing' or 'calling'? are they 'styles' or 'attributes'?
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How does the scripting work? How do we add on-hover triggers, etc etc etc?
- I imagined:
(expand) { [tick] { // .quantity 'cuz width is a struct w/ units (px, %, etc) and quantity, // just an idea... this.width.quantity *= 1.05 } }And some way to make custom triggers...
This language compiles to Rust, perhaps; at least what parts that ain't Rust already.
'this' seems like a good way to go.
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How do we specify grid cells How do we specify what cell a child goes into?
- Wherever they're specified, I want it to look something like this:
[10% 3.5px ; ;]with ';' meaning 'fill up all the remaining space' and variants like 3; 5; divvying up the space between 'em accordingly.
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Overall, a paradigm is that parents should control their children. A child being used as a component that specifies which parent cell it goes into is a problem; its parent might be anything. (although I guess we always embed into a single element... -- but that element might have a grid layout!--- or maybe just ignore that and all is ok? It'd add another level of nesting...)
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Maybe something like this?
// assume specifying here for now parent [5px ; 5px][5px ; 5px] { [0,0] child {} [0,2] child {} [2,1] child {} }But if we're embedding, we can only do that by making the embed the whole content; and there's no need to do padding or anything; if the element's got no blocks inside, it ain't a grid, just a single cell. Does mean we've got a conceptual wasted layer of nesting, but that's ok.
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Imagine a blur style, this wouldn't be recursive (or extra blur on children), but all the layers compile to a single one in-shader which then has blur on it. This has promise...
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How are we gonna attach triggers to objects? Either with that above syntax or with something like:
element { this.onhover.addfunction({ //code here }) }
But these scripts are gonna dynamically load, and Rust is a compiled language...
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Should all this be in Discussions? This file seems redundant.