Simon Hausmann
f2df9293a9
Fix the C++ build
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Remove the Optional from the evaluation context passing for property
evaluation. Unfortunately there are nullptr uses left on the C++ side,
that need to be replaced with passing through.
2020-05-28 12:07:11 +02:00
Simon Hausmann
daf23f8736
Pass the evaluation context through the binding closure
2020-05-28 09:20:11 +02:00
Simon Hausmann
c4dd857e0d
Add an evaluation context to property evaluations
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The context is not used yet or passed on to the binding closure.
2020-05-28 09:20:11 +02:00
Olivier Goffart
5580b5112f
Fix number to string conversion in C++
2020-05-27 16:18:08 +02:00
Olivier Goffart
93158e63e8
Fix crash in the viewer when there is a Text{}
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Wrong vtable was used.
2020-05-25 13:15:10 +02:00
Simon Hausmann
50ecffe1f1
Replace RenderingInfo with RenderingPrimitive
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This is one data structure less and it avoids converting from the one to
the other.
2020-05-22 16:07:06 +02:00
Simon Hausmann
bcc6c6a60a
Move Color and RenderingPrimitive into abi::datastructures
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This paves the way to replace RenderingInfo.
2020-05-22 16:07:06 +02:00
Simon Hausmann
230870a292
Style cleanup
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Remove some where clauses that leads to less verbose signatures. Also
use impl FnFoo, which is shorter as well.
2020-05-22 16:07:06 +02:00
Simon Hausmann
d48faf711f
Update cached rendering data only when there are changes
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This introduces a separate rendering preparation step in the main
window. As a consequence, the component becomes a parameter and the
graphicstest example can't use the main window anymore.
The decision whether a new low-level primitive needs to be created or
not is made by comparing the last RenderingPrimitive against the new
one.
On the upside, this means that property changes are now reflected in the
graphics.
2020-05-22 16:07:06 +02:00
Simon Hausmann
cd80a4038f
Clean up HasRenderingPrimitive trait API after transition
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The extraction does not have to be optional anymore. That will make
future code using this simpler.
2020-05-22 16:07:06 +02:00
Simon Hausmann
21842bdd75
Remove the individual primitive factory functions from RenderingPrimitivesBuilder
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Only use the new one that takes the new enum.
2020-05-22 16:07:06 +02:00
Simon Hausmann
9459578265
Add API to the RenderingPrimitivesBuilder to build the new style primitive
2020-05-22 16:07:06 +02:00
Simon Hausmann
5c8163d7a7
Introduce a new rendering primitive enum in the graphics module
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This shall become the successor to RenderingInfo. For now it's just a
place holder, but the idea is that backend creates the opaque primitive
that holds this public rendering primitive, exposed via the
HasRenderingPrimitive trait.
2020-05-22 16:07:06 +02:00
Simon Hausmann
e7fd69bad1
Rename internal types
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Rename the backend specific RenderingPrimitive to LowLevelRenderingPrimitive,
in order to make room for a high-level RenderingPrimitive enum that's public.
2020-05-22 16:07:06 +02:00
Simon Hausmann
f2662f0884
Simplify image primitives graphics API
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Don't require a dest rect for now. Rendering is always at (0, 0) but
with the transformation applied. And the size shall for now not be a
parameter.
2020-05-22 16:07:06 +02:00
Simon Hausmann
bbc4c508f9
Minor cleanup
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Replace lyon's rect import, which is a re-export of euclid's Rect<f32>,
with our own. Only the Path is
lyon specific, for now.
2020-05-22 16:07:06 +02:00
Olivier Goffart
0f977cbb25
Some documentation fixes for item generated with #[vtable]
2020-05-22 12:38:55 +02:00
Simon Hausmann
33dd2d765d
Minor cleanup in item transform calculation
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We can use the new geometry() getter to simplify the transform update by origin.
2020-05-22 09:33:08 +02:00
Simon Hausmann
8b854c32c3
Add Text::font_family and font_pixel_size properties
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We can fine-tune the API, this works for now to change :-)
2020-05-21 21:04:07 +02:00
Simon Hausmann
4d26fe6674
Implement support for selecting the font family and pixel size in the GL renderer
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The public API in the properties is still missing.
2020-05-21 20:55:34 +02:00
Simon Hausmann
8e8943b8fe
Clean up texture atlas allocation code
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Let each atlas texture know its index, so that it can return the final
allocation result right away.
2020-05-21 18:54:46 +02:00
Simon Hausmann
86eaf027d4
Implement glyph runs grouped by texture
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In order to support multiple font sizes, etc. we have to deal with the
fact that the glyphs for a string may not end up all in the same atlas
texture. Therefore splitting of glyph runs by texture is necessary.
This works but could be improved further by sharing the vertex arrays
and just re-binding to a different texture and drawing the run's
triangles by index.
2020-05-21 15:51:09 +02:00
Simon Hausmann
66c91ef658
Prepare for supporting multiple glyph runs
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A glyphs primitive may end up requiring multiple draw commands in the future,
so prepare for that.
2020-05-21 15:51:09 +02:00
Olivier Goffart
4575011293
More work on signal: the C++ part is working
2020-05-20 19:28:58 +02:00
Olivier Goffart
83d206ea39
runtime: Add a Signal class
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Not very functional yet
2020-05-20 16:13:04 +02:00
Olivier Goffart
4f22e2c341
Add a bool property type
2020-05-20 13:36:47 +02:00
Simon Hausmann
de923131ee
Remove dummy test code
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It's not testing anything :-)
2020-05-20 13:27:07 +02:00
Simon Hausmann
994d47a529
Shader module cleanup
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Move the specific shaders into the shaders module and then hide the Shader
type. It's not necessary to export it anymore.
2020-05-20 13:27:07 +02:00
Simon Hausmann
f7dfb030a0
Improve shader setup code
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Determine the locations of the uniforms and attributes once instead of on every use.
This makes the code easier to read and faster.
2020-05-20 13:27:07 +02:00
Simon Hausmann
b7fd9658d3
More shader code cleanup
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Move the uniform and attribute binding into the shader encapsulating types.
2020-05-20 13:27:07 +02:00
Simon Hausmann
036c1aae38
Begin shader code cleanup
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Start by a bit of encapsulation of the specific shaders we use.
2020-05-20 13:27:07 +02:00
Olivier Goffart
94c58dc1c4
Add an mouse handler for the TouchArea
2020-05-20 12:03:36 +02:00
Simon Hausmann
5acb8e7bdd
Minor glyph handling cleanup
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When laying out glyphs, don't require a slice, just an iterator.
2020-05-20 11:02:48 +02:00
Simon Hausmann
9b9a29e03d
Clean up glyph handling
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Avoid calling glyph_for_char twice for each character.
Instead do the conversion once explicitly. That needs to be done anyway for shaping.
2020-05-20 10:50:49 +02:00
Simon Hausmann
e0cc9aef2a
Cleanup text rendering code a bit
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Move the text related code into a separate file.
2020-05-20 10:50:49 +02:00
Simon Hausmann
f29aa0a302
GL buffer handling cleanup
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Move the buffer handling code into a separate file.
2020-05-20 10:50:49 +02:00
Simon Hausmann
4834de04f9
Shader code cleanup
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Move the shader code into a separate file
2020-05-20 10:50:49 +02:00
Olivier Goffart
bf64e40476
Format
2020-05-20 09:34:14 +02:00
Olivier Goffart
6b3765857a
Add a TouchArea builtin item (currently does nothing)
2020-05-20 09:32:01 +02:00
Simon Hausmann
f27a715b30
GL texture handling cleanup
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Move the gl texture handling code into a separate file/module.
2020-05-20 08:52:20 +02:00
Simon Hausmann
527525f733
Another issue created for tracking
2020-05-19 22:16:08 +02:00
Simon Hausmann
d7b742d082
Created issue for comment
2020-05-19 22:14:27 +02:00
Simon Hausmann
3f813808f1
Small comment fix
2020-05-19 22:13:11 +02:00
Simon Hausmann
81b5f70718
Implement colored text rendering
2020-05-19 21:58:01 +02:00
Simon Hausmann
ddf137221a
Implement glyph rendering using atlas texturing
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This means duplicate glyphs are rendered only once and we store glyphs
in the atlas texture globally instead of a texture per text primitive.
2020-05-19 21:47:47 +02:00
Simon Hausmann
3c2ad7b275
Add support for atlas textures in the GL renderer
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... and place images in there by default. This improves locality.
The atlasing is also needed for individual glyph rendering, which is
coming soon.
2020-05-19 20:38:28 +02:00
Simon Hausmann
cbd28bf745
Simplify image primitives API
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Removed the source rectangle as that can also be done on the source image side,
if necessary.
2020-05-19 20:37:36 +02:00
Olivier Goffart
f4bfc3a5b4
Use the property system for our components
2020-05-19 15:15:23 +02:00
Olivier Goffart
8ec6fd5237
Change the representation of the Property to be more FFI friendly
2020-05-19 15:09:45 +02:00
Olivier Goffart
cdeb3a4312
Import of a basic property system
2020-05-19 12:47:52 +02:00