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 > >