Commit graph

122 commits

Author SHA1 Message Date
Simon Hausmann
f14eb956bf Silly tweak to example for animations
Move the minus button a little to the right when pressing. This isn't
great useabilty, but it demonstrates the concept easily for a moment ;-)
2020-06-24 17:54:25 +02:00
Olivier Goffart
caca0d0ba4 Put the component in a Pin<>
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
2020-06-24 14:13:27 +02:00
Olivier Goffart
c682d14e0b C++: Object literal and ObjectAccess 2020-06-22 18:30:40 +02:00
Olivier Goffart
fa0c393dca Interpreter: Fix property access from parent component in repeater element 2020-06-22 15:22:38 +02:00
Olivier Goffart
1bb8d94ab8 Support array for model in rust and in the interpreter 2020-06-19 19:46:59 +02:00
Simon Hausmann
8f613685ba Expose a ComponentWindow in C++
This paves a way for a more modular API.
2020-06-17 19:15:18 +02:00
Olivier Goffart
096fd7bbb4 Repeater in C++ 2020-06-17 14:39:33 +02:00
Olivier Goffart
7bd186a159 Small fixups 2020-06-17 10:35:30 +02:00
Olivier Goffart
d7fe69ff74 Lookup the index from a repeater expression 2020-06-16 17:23:38 +02:00
Olivier Goffart
6122f91fba Begin with the generation of rhe repeater (rust only for now) 2020-06-16 13:47:02 +02:00
Olivier Goffart
e9b75d30b7 Add a bunch of deny(unsafe_code) 2020-06-12 21:04:27 +02:00
Olivier Goffart
8713c10d48 Color literals 2020-06-11 19:26:41 +02:00
Olivier Goffart
907bea3d3b Layout for rust 2020-06-10 19:41:24 +02:00
Simon Hausmann
63f81e1991 Add basic support for conditional expressions
Todo are automated tests and cleaning up the C++ implementation.
2020-06-10 16:04:15 +02:00
Simon Hausmann
1404cb73ae Add support for embedding resources in the rust generator
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.
2020-06-09 22:54:29 +02:00
Simon Hausmann
82a7c3e070 Change rust-wasm example to use the separate file compilation
This makes it easier to switch on resource embedding then :-)
2020-06-09 22:54:29 +02:00
Simon Hausmann
5bae6e01a5 Prepare for the ability to embed image data
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.
2020-06-09 22:54:29 +02:00
Simon Hausmann
afd7319ae5 Rename corelib to sixtyfps_corelib
This is consistent with the other packages and since corelib is now also
a cdylib, libsixtyfps_corelib.so looks much better than libcorelib.so
:-)
2020-06-09 13:27:18 +02:00
Olivier Goffart
34931e58c0 Polishing of the documentation 2020-06-08 17:57:18 +02:00
Simon Hausmann
a176f08b13 Change rustwasm example to plus-minus, minus the image.
Next step though is to convert to the external .60 file build.
2020-06-08 17:06:53 +02:00
Simon Hausmann
fb2b12c28a Implement basic text rendering on the wasm port
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.
2020-06-08 17:00:59 +02:00
Olivier Goffart
9fc60e104f Add another way to load .60 files from a build script 2020-06-05 13:45:38 +02:00
Simon Hausmann
4eb50335a4 Prospective build fix for the CI
Make sure to prepare the cmake module and extend the lookup in the
project to prefer the local build.
2020-06-04 16:55:27 +02:00
Olivier Goffart
5f5aa0fc38 Add a package.json for the example 2020-06-04 15:48:41 +02:00
Olivier Goffart
7a8c549625 Be able to read or write properties from JS 2020-06-04 15:48:39 +02:00
Simon Hausmann
2e0a5ddb25 Create & install a cmake package file (part 3)
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.
2020-06-04 15:33:18 +02:00
Simon Hausmann
a2c5e66bee Rename gl renderer backend package
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).
2020-06-04 15:30:41 +02:00
Simon Hausmann
c5001703d4 Build the cmake module for our runtime as xtask, part 2
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.
2020-06-04 15:29:19 +02:00
Simon Hausmann
33cfe03dc9 Rework the C++ facing build system, part 1
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).
2020-06-04 15:29:19 +02:00
Olivier Goffart
ec8baa81f2 formating 2020-06-04 14:05:17 +02:00
Olivier Goffart
49d2aec7e2 Node: add possibility to add signal handler
Right now, this only works once and then panic the second time
2020-06-04 12:49:33 +02:00
Olivier Goffart
5ee09398e8 Node: Allow to init properties to value 2020-06-03 17:33:45 +02:00
Olivier Goffart
13c7e0dec8 Begin working on a Node API
Currently, the followinf command in the example/nodetest directory works:
    npm install ../../api/sixtyfps-node && node main.js
2020-06-03 17:33:05 +02:00
Olivier Goffart
619e21295d reformat 2020-05-28 17:15:11 +02:00
Olivier Goffart
dc276290e9 Add support for self assignment (+=, -=, ...) 2020-05-28 17:02:06 +02:00
Simon Hausmann
b8a8abcdf9 Make the plus minus use-case work with the Rust frontend
Initialize the counter label from a property that we modify in signals handlers
from Rust code.
2020-05-28 15:20:30 +02:00
Olivier Goffart
74898a1386 Make property conneciton binding in the C++
(somehow plus/minus is not working yet)
2020-05-28 14:52:43 +02:00
Olivier Goffart
95b671c97c Support for code blocks and signal call 2020-05-28 12:30:08 +02:00
Simon Hausmann
f2df9293a9 Fix the C++ build
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
4f9c53879b Implement property references as bindings in the Rust frontend 2020-05-28 11:37:59 +02:00
Olivier Goffart
5580b5112f Fix number to string conversion in C++ 2020-05-27 16:18:08 +02:00
Olivier Goffart
41332a759f Make property reference works in C++ 2020-05-27 10:00:45 +02:00
Olivier Goffart
36fb526811 Do inlining in a pass before the lowering 2020-05-26 15:10:27 +02:00
Simon Hausmann
0932953ac8 Implement property declarations for the C++ backend 2020-05-25 19:13:52 +02:00
Olivier Goffart
e34ac8c3f4 Get signals and toucharea working on the rust example 2020-05-25 17:41:24 +02:00
Olivier Goffart
dd756ef112 Adapt the parser to parse := instead of = 2020-05-25 10:46:00 +02:00
Olivier Goffart
d8601621c0 Use the tool to replace = with := 2020-05-25 10:44:22 +02:00
Simon Hausmann
bcc6c6a60a Move Color and RenderingPrimitive into abi::datastructures
This paves the way to replace RenderingInfo.
2020-05-22 16:07:06 +02:00
Simon Hausmann
d48faf711f Update cached rendering data only when there are changes
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
21842bdd75 Remove the individual primitive factory functions from RenderingPrimitivesBuilder
Only use the new one that takes the new enum.
2020-05-22 16:07:06 +02:00