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The Canvas subsystem is flexible enough to re-implement existing 2D rendering related features, such as the HUD system or the 2D panel system, in scripting space, so that legacy C++ code can be incrementally replaced with a more accessible and more maintainable version in scripting space, i.e. as part of the base package - while ensuring that the 2D rendering backend is increasingly unified, using the Canvas subsystem as the common rendering backend. | The Canvas subsystem is flexible enough to re-implement existing 2D rendering related features, such as the HUD system or the 2D panel system, in scripting space, so that legacy C++ code can be incrementally replaced with a more accessible and more maintainable version in scripting space, i.e. as part of the base package - while ensuring that the 2D rendering backend is increasingly unified, using the Canvas subsystem as the common rendering backend. Once a standalone mode for the canvas system has been implemented, all systems making use of the canvas backend will automatically support standalone (FGPanel-analogous) rendering. | ||
The idea is to provide Nasal wrappers for these systems, which implement the existing behavior using the canvas system, so that the old C++ code can be eventually phased out. In particular, this means that wrappers for the following systems will be added: | The idea is to provide Nasal wrappers for these systems, which implement the existing behavior using the canvas system, so that the old C++ code can be eventually phased out. In particular, this means that wrappers for the following systems will be added: |