When a Text element has wrapping enabled, it should not have zero
minimum size. Otherwise the layout will give it a height of zero in the
layout in the test case and that'll make the text disappear. There are
different options but this patch goes for minimum height as if no
wrapping was enabled (so at least one line plus forced line breaks).
Fixes#246
Properly release GL resource when unmapping a window and detect stale
cache indices using a generation count. This fixes the disappearing
images (GL textures would be invalid and need to be re-created) as well
as the panics when an item's cache index ended up being re-used because
some other item was drawn first and allocated that indices. The latter
is fixed by using a generational counter on the cache that's bumped when
clearing, instead of a single "cache_ok" bool.
Use slab instead of the deprecated vec_arena, both of which appear to
use the same Vec based storage of an enum that's either the entry or an
index to the next free slot.
Remove the pos parameter to the render functions and instead let
the item renderer apply the transformation on the rendere (femtovg
canvas or QPainter).
So `draw_*` functions in the backend now always operate in item local
coordinates.
For all other items the default is the empty size.
This also required three fixes for the HTML image loading:
* The upload_pending property value was inverted, it needs to start
out as true (pending yes) and be set to false when it finished
loading (not pending anymore)
* Mark the upload_pending property as dirty before scheduling the
redraw, in case it's sync
* Pass the item rendering cache to the image_size function to ensure
that the Rc<CachedImage> is not only weak inside the image_cache
of the GLRendererData but also strong on the item.
Represent a non-specified pixel size and font weight through a None option.
This is cleaner and has the added benefit that the backend can now
easily decide what the default size/weight should be.
For the GL backend a resolved font is just a handle (femtovg::FontId)
and we can cache that. Consequently we don't really need Rc<dyn Font>
but can let `fn font(...)` on the backend return a "resolved" font that
includes the pixel size, which in turn simplifies the Font trait
signatures.
The only caveat is that because on the item level we don't know what the
chosen backend type is, we can only receive a `dyn Font`, which means
it's wrapped - for now - in a Box.
* When calculating the height of text for vertical alignment purposes,
don't use the minimum height but stick to ascent + descent - like the old
renderer. This gives Text items a constant height that depends on the
font size and not the content.
* Avoid scaling text metrics twice. It turns out that femtovg uses the
device pixel ratio / dpi argument for `set_size` only for scaling text
metrics. Since we do all the mapping from logical pixels to physical pixels
it's correct to let femto only operate in physical pixel range. As a bonus
this allows removing the refresh_window_scale_factor() dance in the
backend (including making the context current, etc.)
Ensure the dpi on the canvas is up-to-date before/after rendering, as
measure_text etc. rely on it and it's otherwise initialized to 1 by
default. Unfortunately this requires jumping through some hoops, but
that can be fixed later in the canvas.