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While it may seem ironic at first that moving the implementation of new elements to Nasal, all the internal handling logic would directly use the proper interface of Canvas::element | While it may seem ironic at first that moving the implementation of new elements to Nasal, all the internal handling logic would directly use the proper interface of Canvas::element | ||
In turn, this would mean, that we can prototype new elements, e.g. to add a dedicated "navaid-layer" element, which can make safe assumptions about its contents and purpose, including not just visible state, but also internal state (center of the map, range, symbols to be displayed etc). | |||
Once new elements have been refined and once they are proven, they could be partially/completely re-implemented in native C++ code, without any of the front-end code having to be changed. | Once new elements have been refined and once they are proven, they could be partially/completely re-implemented in native C++ code, without any of the front-end code having to be changed. | ||