This allows implementing another sliding puzzle theme feature, the
boldness of the tile number text in the simple theme when the tile is in
the correct position. For the other themes the weight is constant and
it's bold.
More cleanup to follow later: unify the font handle and FontCacheKey
handling, improve the API to allow for the use of symbolic constants
(normal, bold, etc.) instead of the CSS number values.
Group all fields we need to determine a physical font into one FontRequest
structure and use that throughout.
That way adding more fields will require less changes.
To make adding of more font related properties easier in the future, and
to simplify the text code a little, define a HasFont trait and implement
it for Pin<&Text|&TextInput> so that we can more easily get an Rc<Font>.
To infer the number of lines of code without comments:
```
cat ... | grep -v "^ *$" | grep -v "^ *//" | wc -l
```
This does not account for the `/* ... */` comments which we use for the lisense,
which are deduced manually
Place them in a HashMap that's indexed by the path. This needs further
tuning, for example to also be applied to embedded images, and the cache
shouldn't hold a strong reference. But it makes the berlin page
playable.
When referencing an image a repeated element and were targeting a
configuration that requires resource embedding, then that image would
not embedded.
This was due to the fact that we didn't recurse into sub-components in
the resource collection phase and the generators made a per-component
embedding decision. The field responsible for that was also not
propagated to sub-components.
This patch addresses these two bugs by cleaning up the entire mechanism:
The compiler first generates the new ResourceReference::AbsolutePath for
all img!"foo.png" expressions. If the compiler is configured to embed
resources, then the embed_resources pass will traverse all
sub-components and expressions in them to change them to
ResourceReference::EmbeddedData with a unique integer id. Simultaenously
all the resources to be embedded get also collected in the root
component, so that the build script as well as the generator can take
care of dependency handling and actual resource embedding.
Instead of determining the focus item through item tree traversal and
pointer comparison and storing the intermediate indices in the
components in the tree, remember the focus item by a pair of
VWeak<ComponentVTable, Dyn> and item_index: usize.
This speeds up determining the focus item as well as delivering events,
which can now be done directly after retrieving an ItemRef with
get_item_ref.
This also fixes the duplicate line edit focus in the 7gui cells
test case.
While visit_items/visit_internal allows an isize index (because of -1 to indicate the root),
the callback should always take a valid item index, thus usize.