Always use a Pin<Rc> for the component. (This is required to support repeater
within repeater as well anyway)
Do not use the context within the binding. We can get along by simply capturing
a weak pointer to the component
Using the commands property we can just paste SVG paths. This makes it
much easier to write examples/demos. A good online path designer is
for example https://codepen.io/anthonydugois/pen/mewdyZ
Removed the drop and create from the ComponentVTable:
since we are not using VBox<ComponentVTable>, this simplifies a bit
the code of the interpreter and everything else.
But there is still a lot of changes everywhere to support that the Component
is pinned.
This is just for the component. Which would be required if later we want
to access the properties as Pin<Property<_>>. But we have not yet ability
to do projections
This is relatively straight-forward via a pass in the compiler to
collect the resources to embed and then use include_bytes! (once per
resource).
What's really annoying is that the rust resource enum can't store a
&'static [u8] because cbindgen doesn't represent that, probably because
the slice representation isn't guaranteed to stay as it is. So instead
this, for now, uses raw pointers.
The Image's source property used to be a string. Now it is a Resource
enum, which can either be None or an absolute file path to the image on
disk. This also replaces the internal Image type.
The compiler internally resolves the img bang expression to a resource
reference, which shall remain just an absolute path. For now the target
generator passes that through, but in the future the target generator
may choose a target specific way of embedding the data and thus
generating a different Resource type in the final code (through
compile_expression in the cpp and rust generator).
The C++ binding is a bit messy as cbindgen doesn't really support
exporting enums that can be constructed on the C++ side. So instead we
use cbindgen to merely export the type internally and only use the tag
from it then. The public API is then a custom Resource type that is
meant to be binary compatible.
Based on Olivier's suggestion, the text rendering primitive is created
by painting the text onto a temporary HTML canvas
element and binding that to a texture.
The cargo target directory tree is now populated with a cmake package
file and that's also installed into the prefix specified with the cargo
cmake xtask.
As a consequence, the cpptest example can be built by first building the
cmake package:
cargo xtask cmake
or
cargo xtask cmake --release --target some-triplet)
or
cargo xtask cmake --release --prefix /somewhere --install
and then run cmake in the cpptest example with a prefix path:
-DCMAKE_PREFIX_PATH=/where/you/installed/it or simply
-DCMAKE_PREFIX_PATH=../../target/debug for example.
Pending still is the sixtyfps compiler tool installation and discovery.
Use a full prefixed name (sixtyfps_rendering_backend_gl) to ensure that
the created static lib can be installed without file conflicts (libgl is
not a unique name).
This is done by calling cargo with json output to build the libraries,
collect the .a files, extract the native libraries needed for final
linkage and pass all that to a CMake project that cobbles together the
.a files into a propery cmake target with include paths, etc.
The objective is to automatically create a propery cmake module, with a
FindSixtyFPSConfig.cmake, corresponding targets .cmake files, etc. This
should encapsulate the build profile (debug vs. release) and also allow
making the choice of shared vs. static transparent.
Unfortunately it does not seem to be possible to easily combine different
crates into one cdylib crate that can re-export symbols from the
statically linked rust crates (cbindgen generated, as well as manual
extern "C").
That means for the dynamic case (not cared for right now), we're going
to need to create either one cdylib per crate that has public symbols or
manually re-export the symbols.
For the static case, linking just against the "last crate" in the chain
(the gl renderer backend) is sufficient to pull in all needed symbols.
In addition for the static case we need to specify the linkage of some
external libraries. This can be extracted manually via
cargo rustc -p gl -- --print=native-static-libs
for example. For now that's in the changed CMakeLists.txt, but the plan
going forward is to automate this extraction in an xtask, to paste that
into the cmake target.
Finally, both linkage scenarios require access to the headers. This is
for now solved by generating them simply in an include sub-directory of
the build folder ($root/target/${profile}/include).