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It’s much more complex than that. Describing focus is more complicated than a brush swap. Think Final Fantasy’s Hand icon that bounces next to focused items in the menu. Additionally, the focused sound is an interesting problem, see you can’t just signal for focusing, you’ve also got to allow people to be notified when focus was attempted, but failed, that way you can have menus that go, dink dink dink wwwng when you try to focus in a direction that doesn’t take you anywhere. Anyway - valid complaint, it’s something I’m considering.
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Yeah, planning to do something like that.
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Yup that problem is tough. I don’t want to choose anything that prevents games from seamlessly moving from a mouse or controller UI when the user’s input style changes.
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The focus brush isn’t intended to be something people use in production, but it is useful when you’re trying to figure out where focus is in development. Not sure what I’ll do with it.
I appreciate the feedback. I’m working on this stuff now that I’m done with the clipping changes, not sure when the changes will be ready.