Borrow the rendering and cache individually with different mutability.
We might later, for destruction handling, need to borrow the rendering
cache mutably. That in turn *may* happen even during rendering itself,
as the models are updated lazily during visitor traversal and that may
result in item destruction.
Instead, pass a reference to the root item when mapping the window,
at which point we can downcast to the new Window item. If we have one,
then we'll read its width/height (for initial values) and install
bindings to keep them up-to-date.
This adds horizontal_alignment/vertical_alignment properties, along with
width/height to Text.
This still uses a hard-coded enumeration in the compiler, which is meant
to go away in favor of general enum support.
Replace the three (ref)cells in the window with one refcell to an enum that
determines that the window is either unmapped (with a factory available)
or mapped (we have a graphics backend and rendering cache).
The interior mutability was visible to the outside via new() returning a
Rc<RefCell<..>>.
When doing deep recursions during rendering for example, that window is
mutably borrowed. That in turn prevents us from adding further members
such as window scale properties, etc. that may be read *during* that
traversal as they'd require an immutable refernce to a already mutably
borrowed refcell contents.
So instead, make the individual fields refcells.
Map it to 800x600 logical pixels for a better initial look.
This implements respecting the initial values for width/height and tries
to apply them to the window begin created.
The PinnedOptionalProp wrapper is needed because while cbindgen mapped
the previous Option<&...> to a raw pointer, the new Option<Pin<&...>> is
not detected as a pointer.
Move fields out of the HighLevelRenderingPrimitive that are suitable to
represent as uniform variables. That reduces fields like Image or
Rectangle to their image or dimension, and only if *they* change, then
we re-do the work of building geometry and uploading it to the GPU.
Instead, the typically animated properties such as the position or the
color are passed separately with each draw call. This avoids re-decoding
PNG files and uploading them again when moving an image element around
on the screen.
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