-
Notifications
You must be signed in to change notification settings - Fork 123
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Separate tween updating from GUI #14
Comments
Thanks for bringing this up. This also shares similar concerns with #9. I'm thinking that having a separate tween engine is good to have and something not difficult to do. I however probably require more thought on how the engine and gui along with other components would be able to work modularly but in harmony. |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Hello,
I'd like to set this up to be able to use it without showing a GUI.
Right now, the tween update happens in
LayerView
(view_layer.js
), in therepaint()
function. Most of the interesting stuff is in util.timeAtLayer() though.I'm not sure which is the best way to separate out the tween engine from the GUI - it doesn't need to be completely separate, but at least there should be an update path.
One simple way is to have
LayerView
listen to thetime.update
message, separately torender()
, but I'm wary of doing this as there's a TODO comment inview_panel.js
saying "// DON'T use time.update for everything".An alternative is to duplicate the state loading code and tween update logic into a separate, smaller library, which can be swapped out for the full timeliner library. Maybe a separate "timeliner_player.js".
With some careful design, this could be done without actually copying any code around.
Thoughts?
The text was updated successfully, but these errors were encountered: