Yes, Lizhi has already been working on creating a Starling like rendering
API on Canvas + WebGL using FlexJS.  The source is available here:
https://github.com/matrix3d/spriteflexjs

I don't think it will be too hard to build a Feathers like UI components
set on top of this.

You are welcome to try :-)

Thanks,
Om

On Thu, Feb 25, 2016 at 9:24 AM, Alex Harui <aha...@adobe.com> wrote:

>
>
> On 2/25/16, 5:02 AM, "sta-ger" <pascaldel...@gmail.com> wrote:
>
> >The same accessibility as in the case of traditional Flash Player based
> >implementation of Flex. The conception is to make Canvas something like
> >Flash Player and implement all the application context at it's bounds.
> >
>
> Tom is correct that accessibility is one reason the current FlexJS
> components use DOM objects.  The Flash Player has its own accessibility
> implementation that is unavailable to use without Flash and the browsers
> have their own APIs that we will leverage to implement accessibility some
> day.
>
> But in the bigger picture, FlexJS is being designed to not have just one
> set of components like Flex did with Spark.  FlexJS wants to support many
> different kinds of component sets.  The one you see now is designed to use
> DOM objects not just for accessibility, but for minimizing the amount of
> code we have to write and support and your users have to download.  And in
> order to write such a set, we are trying to leverage what the runtimes can
> give us for free, like a Button, accessibility, mouse target management,
> keyboard focus management, etc.
>
> But right now I am working on a component set that more closely matches
> the MX and Spark component APIs in order to lower the migration effort.
> However, just to get UIComponent to cross-compile, I have had to drag in a
> ton of ActionScript to be cross-compiled to JS so I am expecting a
> significant download size for this component set, but if that's what
> people want to use, well, then they can.
>
> I am hopeful that someone will do what you want and write a component set
> that draws in Canvas.  Lizhi has something like that working using WebGL.
> I believe Josh is working on mapping Feathers to JS.
>
> So there is no need to really argue about which way is better.  I have
> picked one way that minimizes the amount of code we need to write and
> debug and download and run, but other ways are more than welcome.
>
> -Alex
>
>

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