36 lines
3.1 KiB
Markdown
36 lines
3.1 KiB
Markdown
gurted (verb)
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> “to do something smart, but also dangerous”
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wayfinder (noun)
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> “a person helping others navigate”
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In traditional web, you might be familiar with the term "browser." A **wayfinder** is that, but for the **GURT** protocol.
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TODO:
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1. Write a new **selection system**. Godot's built-in `RichTextLabel` selection is limited by the node's boundaries. In normal web, holding click and dragging your mouse across the screen will select text across multiple nodes. Godot doesn't have a "set_selected_text" property, despite having one for "get_selected_text".
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2. **Right-click Dropdown** for basic text operations (Copy, Paste, Cut). Download options for images
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3. **Select-all CTRL+A shortcut**
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4. **Scrolling** in the website container
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5. **Store** tab containers so switching tabs won't erase previous tab.
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6. **GIF** support
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7. **Video** support via [GDE GoZen](https://github.com/VoylinsGamedevJourney/gde_gozen)
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8. **Required** attribute for inputs
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9. Installer should register **gurt://** as a valid protocol thru the registry.
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10. < input type=**datetime** />, essentially a type "date" but with a vertical separator, then `mm | ss | FORMAT` layout for time.
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11. **< table >** component. [🔗 Related Godot proposal](https://github.com/godotengine/godot-proposals/issues/97)
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12. **< canvas >** component should be theoretically impossible by exposing Godot `_draw()` APIs to Lua.
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13. `grid` display property for CSS, using `GridContainer` in Godot.
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Issues:
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1. **< br />** counts as 1 element in **WebsiteContainer**, therefore despite being (0,0) in size, it counts as double in spacing
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2. **Tween** API doesn't modify CSS, it operates independently at Godot level.
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3. Certain properties like `scale` and `rotate` don't apply to the `active` pseudo-class because they rely on mouse_enter and mouse_exit events
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4. `<div style="bg-[#3b82f6] w-[100px] h-[100px] flex hover:scale-110 transition hover:rotate-45">Box</div>` something like this has the "Box" text (presumably the PanelContainer) as the target of the hover, not the div itself (which has the w/h size)
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5. font in button doesn't comply with CSS, its the projects default
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6. Flex containers, ironically enough, make the page unresponsive. This happens because of our custom `AutoSizingFlexContainer.gd` script, which aims to set a Godot UI size to the flex containers based on their content. However, they don't get resized when the window is resized, leading to unresponsiveness. The fact that we're setting the `custom_minimum_size` is not the root cause, but rather the fact that the script doesn't update the size when the window is resized - or, more likely, I just don't understand how flexbox works.
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Notes:
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- **< input />** is sort-of inline in normal web. We render it as a block element (new-line).
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- A single `RichTextLabel` for inline text tags should stop, we should use invididual ones so it's easier to style and achieve separation through a `vboxcontainer`.
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- Fonts use **Flash of Unstyled Text (FOUT)** as opposed to **Flash of Invisible Text (FOIT)**, meaning the text with custom fonts will render with a generic font (sans-serif) while the custom ones downloads.
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