Commit graph

127 commits

Author SHA1 Message Date
Simon Hausmann
628e6fdb38 Add a BoxShadow element
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
2021-01-26 13:56:12 +01:00
Olivier Goffart
a4abb86782 Don't return the ItemWeak by value
It is not working in C++ because ItemWeak has a destructor
2021-01-26 13:17:24 +01:00
Olivier Goffart
802383cd6b Propagate key event to parent if the item don't handle it
Does not work for C++ because binary compatibility issue
2021-01-26 13:17:04 +01:00
Olivier Goffart
c2982d9ab3 Add ability to get the parent item from the vtable
(still untested)
2021-01-26 10:36:37 +01:00
Olivier Goffart
5a21f1bd81 Rename emit_ to call_ for callback
Signal was renamed to Callback, but one does not emit a callback, one calls it
2021-01-25 15:59:10 +01:00
Simon Hausmann
2801e82658 Changed the KeyEvent in .60 to be an object
This exposes the text as well as the keyboard modifiers and is a little
more extensible.
2021-01-22 18:05:34 +01:00
Simon Hausmann
d022dc1293 Make KeyEvent a struct
This way it's easier to expose to .60
2021-01-22 13:47:52 +01:00
Simon Hausmann
886dd425fc Rename KeyEvent::KeyPress::string to text
It's the textual representation of the key
2021-01-22 13:47:52 +01:00
Simon Hausmann
9ca87ab312 Simplify KeyEvent
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.
2021-01-22 10:15:05 +01:00
Olivier Goffart
4af4924567 C++: Fix cbindgen so it can process callback with arguments 2021-01-20 10:25:15 +01:00
Olivier Goffart
094287697a Add a FocusScope
C++ part not working because the Callback with arguments are not yet supported with C++
2021-01-20 10:00:19 +01:00
Simon Hausmann
77b5a86168 Add an implicit size to text and image items
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.
2021-01-15 17:56:49 +01:00
Olivier Goffart
fff024731b Don't pass Pin by reference
(consistant with other method in that trait)
2021-01-14 11:54:17 +01:00
Simon Hausmann
1ed35fb628 Replace uses of FIELD_OFFSETS.foo.apply_pin(bar) with bar.foo() 2021-01-14 08:53:13 +01:00
Simon Hausmann
65dcb2cb33 Merge BuiltinItem and GeneratePropertyAccessors derive macros
... into the new SixtyFPSElement macro. This generates getters for all properties.
2021-01-14 08:53:13 +01:00
Simon Hausmann
9d7e151cb9 Simplify property access code in the renderer
Generate convenient property accessors using a derive macro
2021-01-14 08:53:13 +01:00
Olivier Goffart
9050c29305 Don't use the window through the eventloop module 2021-01-14 08:53:13 +01:00
Olivier Goffart
c7ff67d0fc Move the ItemRenderer to the item_rendering module 2021-01-14 08:52:22 +01:00
Simon Hausmann
de4194c9ba Make ItemRenderer take &mut again
It's cleaner and indeed possible
2021-01-14 08:52:22 +01:00
Olivier Goffart
16a1b7b2bd Cache the pixmap in the native style 2021-01-14 08:52:22 +01:00
Simon Hausmann
43127cb059 Implement releasing of textures when items are destroyed
This means going back to an immutable renderer reference and interior
mutability for the canvas and the gpu cache. This is because while
traversing the item tree for rendering we may end up destroying
other items due to the lazyness of the models.
2021-01-14 08:52:22 +01:00
Olivier Goffart
b157648ab2 More work towards getting native widget with the femtovg backend 2021-01-14 08:52:22 +01:00
Olivier Goffart
f7c8d53e7a Port the Qt Native item to the new API
this mostly restores code that was removed in commit 1a260b9dce13db38128f1f489633ba96f264d461
2021-01-14 08:52:22 +01:00
Olivier Goffart
4e9021b550 Use a type alias so that cbindgen generates the ItemVTable 2021-01-14 08:52:22 +01:00
Simon Hausmann
d92fe445d5 Remove the old GL renderer
and try to stub in the hooks to trigger the new one
2021-01-14 08:52:22 +01:00
Simon Hausmann
d4f603246c WIP: Start a femtovg backend 2021-01-14 08:52:22 +01:00
Simon Hausmann
8dea0c88d1 Beginning of a different way of rendering items
This is the start of a different rendering abstraction, the result of a
separate discussion.

The objective is to provide a better backend encapsulation, that will
make it easier to implement other backends and let the backend decide
what to cache and what not. This is done by passing the struct with the
Property<> fields directly to the backend, so that it can decide what
the cache and what to use every time.
2021-01-14 08:52:22 +01:00
Olivier Goffart
b126d2056a Remove the color property from clip 2021-01-07 17:06:50 +01:00
Olivier Goffart
40ebf16257 Fix build without the rtti feature 2021-01-05 09:48:04 +01:00
Olivier Goffart
61399e566a Add a title to the Window
also add a color, but not yet implemented
2020-12-18 16:47:14 +01:00
Olivier Goffart
16f5a03c14 Run cargo fmt 2020-12-18 10:29:15 +01:00
Olivier Goffart
dfa25b96f7 Rename SharedArray to SharedVector 2020-12-18 10:26:07 +01:00
Olivier Goffart
0d2d48be4f Rename "signal" to "callback" 2020-12-18 09:51:01 +01:00
Simon Hausmann
ca1fb8ab0d Fix GPU primitive vs. rendering variable division for Rectangle
Changing the border radius or border width does not require uploading a new geometry.
Therefore these can become rendering variables.
2020-12-15 18:08:33 +01:00
Olivier Goffart
2b5213c408 Refactor the rendering variables in a enum instead of an array
And finish the ImageFit::contain implementation
2020-12-15 12:16:44 +01:00
Simon Hausmann
447bc9aa6d Split the text and image items into text.rs/image.rs 2020-12-08 17:19:31 +01:00
Olivier Goffart
3ae7c6e0b5 Hover effect 2020-11-24 18:09:32 +01:00
Olivier Goffart
845627c6b4 Implement the mouse_input in a generic way so we can remove the one in the component 2020-11-24 15:40:41 +01:00
Olivier Goffart
0c97b4f296 More use of the ItemRc 2020-11-24 13:42:34 +01:00
Olivier Goffart
124eec9960 Introfuce ItemRc and ItemWeak
Wrapper around ComponentRc and index
2020-11-24 13:42:34 +01:00
Simon Hausmann
d80868bbf4 Add support for font_weight to Text and TextInput
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.
2020-11-24 10:10:00 +01:00
Simon Hausmann
f0289192b7 More font handling cleanup
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.
2020-11-24 09:00:07 +01:00
Simon Hausmann
05204a3185 Font handling cleanup
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>.
2020-11-23 20:39:12 +01:00
Simon Hausmann
3d85e45ec3 Add support for source clipping to the Image element
This allows rendering only a sub-rectangle of the original image, which
we can use right away in the sliding puzzle demo.
2020-11-23 15:46:59 +01:00
Olivier Goffart
4383566db9 slide puzzle: Animation on checkbox 2020-11-20 17:14:04 +01:00
Simon Hausmann
4e36ba3ed9 Fix build
Adjust to vtable changes
2020-11-20 15:50:35 +01:00
Olivier Goffart
08fe5f6c72 Add a Clip 2020-11-20 15:45:45 +01:00
Simon Hausmann
89e0b57627 Rework and simplify the focus handling
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.
2020-11-20 15:33:15 +01:00
Simon Hausmann
c05b71c4ee Fix default text font size
16 points is a lot, 12 is a lot closer to default system sizes.
We can also pull this out of the style in the future.
2020-11-04 17:39:47 +01:00
Olivier Goffart
f940292182 Rename the builtinf file 2020-11-04 17:11:29 +01:00