For the Rust API crate we depend on the GL and the Qt feature on the default
backend, but with Corrosion we can't select features yet. So at least
include the GL backend by default.
This intends to provide a configurable rectangular "drop shadow". The
API is modeled after CSS/HTML5 Canvas where the element can be "bound"
to an existing rectangular shape (geometry and radius), the offset can
be used to place the shadow and color and blur configure the shadow.
The shadow's color fades into transparent.
TODO (in subsequent changes):
* Documentation
* Qt implementation
With commit
9ca87ab312
and
c62b0e5316
the winit event loop sends our KeyPress for
winit::event::WindowEvent::KeyboardInput only when the virtual key code
matches our specially encoded keys. For regular keys we rely on
winit::event::WindowEvent::ReceivedCharacter, for which we sent only
KeyRelease (which TextInput listens for), but not KeyPressed. With
this patch we simulate press & release.
- re-enable Qt for the C++ part now that the download server is back up
- Use the proper way to set env variable on Windows
- Silent deprecated warning for alloc::LayoutError
- Silent warning in qt/lib.rs when Qt is not there
- remove LD_LIBRARY_PATH workaround as the install-qt-action is fixed
* Rename logo to the more generic meta as keyboard modifier.
* Use control as the real modifier and map command key to it with
winit and keep Qt semantics as-is.
We rely on ReceivedCharacter to send the event to the item for
combinations like Ctrl+C, instead of the single KeyEvent from winit. We
use the latter only for special key codes.
This will give a nicer API to expose to .60. If the struct weren't
repr(C) then the booleans would be nicely packed, but alas that's not
happening. On the other hand we're not keeping many instances of them
around.
Fold CharacterInput into KeyPressed/KeyReleased and store the "key" as a string.
Also, instead of exposing the KeyCode we're encoding special characters
into the string.
This allows creating multiple windows for example, and it will allow for
showing windows in those tests that require a mapped window.
As a bonus, the run() function on generated components is not consuming
anymore.
Reduce the dependency of the GLRenderer to a new trait that exposes the
EventLoopTarget and EventLoopProxy. Those are provided by either an
winit::event_loop::EventLoop or, once the loop is started using the
self-consuming run(), by the event loop target provided to the run_fn.
This way renderers can be created from either within run or before.
The initial event loop instance is kept in TLS. When starting the loop,
it's taken out and instead the event loop target is placed into a scoped
tls variable.
During rendering the GLRenderer's Option<WindowedContext<NotCurrent>>
is None. That however leads to any font_metrics() calls such as due to
implicit sizing to panic, because the call requires access to the
window's scale factor.
This is fixed by keeping a shared reference to the PossiblyCurrent
WindowedContext also in the GLRenderer.
The GL backend uses the item graphics cache for the image size function,
which uses a PropertyTracker. That tracker must have the Image's source
included in its dependencies, to avoid that when loading a HTML image
for example, the cache isn't invalidated when the source is changed
before the HTML image was loaded async. That's why the get() call on the
source property must happen from within the PropertyTracker's callback.
Compared to QImage::load(path), QPixmap::load(path) has the advantage
of using Qt's internal QPixmapCache, which will avoid repeated decoding of
images.
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.