Olivier Goffart
e00491811b
Get rid of the context in properties/signal
2020-07-13 18:49:06 +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
f8b7989c0b
Access the properties in the parent component of a repeated element
...
This required some refactoring of the EvaluationContext structure to include the parent context
2020-06-22 14:38:38 +02:00
Simon Hausmann
072bff1871
Introduce the animation driver in the event loop
...
This re-applies commit 1ef269305e
but with
an Rc<RefCell<>> to make the borrow checker happy :-)
2020-06-20 16:24:17 +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
Simon Hausmann
d78c93bfee
Revert "Integrate the animation driver into the event loop"
...
This reverts commit 1ef269305e
. Breaks the
wasm build, to be fixed later.
2020-06-17 18:58:32 +02:00
Simon Hausmann
1ef269305e
Integrate the animation driver into the event loop
2020-06-17 15:16:46 +02:00
Simon Hausmann
85bf8a195a
Improve EventLoop encapsulation
...
Hide the winit loop and extract it only in the GL renderer
2020-06-17 15:16:46 +02:00
Simon Hausmann
5711f25195
Newtype'ify the event loop
...
That way it'll be easier to introduce a user event later and control the
public API.
2020-06-17 10:15:03 +02:00
Olivier Goffart
d7fe69ff74
Lookup the index from a repeater expression
2020-06-16 17:23:38 +02:00
Simon Hausmann
2b95b344d8
Further cleanups
...
Move the GraphicsWindow into graphics.rs -- there's not much in that
file otherwise ;-) and now lib.rs is concise again.
2020-06-16 16:38:37 +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
230870a292
Style cleanup
...
Remove some where clauses that leads to less verbose signatures. Also
use impl FnFoo, which is shorter as well.
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
cd80a4038f
Clean up HasRenderingPrimitive trait API after transition
...
The extraction does not have to be optional anymore. That will make
future code using this simpler.
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
Simon Hausmann
9459578265
Add API to the RenderingPrimitivesBuilder to build the new style primitive
2020-05-22 16:07:06 +02:00
Simon Hausmann
5c8163d7a7
Introduce a new rendering primitive enum in the graphics module
...
This shall become the successor to RenderingInfo. For now it's just a
place holder, but the idea is that backend creates the opaque primitive
that holds this public rendering primitive, exposed via the
HasRenderingPrimitive trait.
2020-05-22 16:07:06 +02:00
Simon Hausmann
e7fd69bad1
Rename internal types
...
Rename the backend specific RenderingPrimitive to LowLevelRenderingPrimitive,
in order to make room for a high-level RenderingPrimitive enum that's public.
2020-05-22 16:07:06 +02:00
Simon Hausmann
f2662f0884
Simplify image primitives graphics API
...
Don't require a dest rect for now. Rendering is always at (0, 0) but
with the transformation applied. And the size shall for now not be a
parameter.
2020-05-22 16:07:06 +02:00
Simon Hausmann
bbc4c508f9
Minor cleanup
...
Replace lyon's rect import, which is a re-export of euclid's Rect<f32>,
with our own. Only the Path is
lyon specific, for now.
2020-05-22 16:07:06 +02:00
Simon Hausmann
4d26fe6674
Implement support for selecting the font family and pixel size in the GL renderer
...
The public API in the properties is still missing.
2020-05-21 20:55:34 +02:00
Simon Hausmann
81b5f70718
Implement colored text rendering
2020-05-19 21:58:01 +02:00
Simon Hausmann
cbd28bf745
Simplify image primitives API
...
Removed the source rectangle as that can also be done on the source image side,
if necessary.
2020-05-19 20:37:36 +02:00
Simon Hausmann
23d3964a0d
Add boilerplate for text items
...
Forward the text and color properties to the rendering backend, where
right now we just rendering all the glyphs into a dedicated texture.
Next steps are a glyph atlas texture, blending the specified color with
the alpha of the glyphs, configurable size and family, shaping with
Harfbuzz and may more things.
2020-05-18 19:04:12 +02:00
Simon Hausmann
a7d5bd9f59
Minor rendering cleanup
...
Remove the x/y parameters from the rectangle primitive. They're always zero
since we always render with a transformation
matrix.
2020-05-18 16:01:53 +02:00
Simon Hausmann
c26a2a1562
Fix GL context state handling
...
Make our GL context not current when done with the initialization
and make it current for the duration fo primitive creation and frame
rendering.
Fixes #4
2020-05-12 21:42:34 +02:00
Simon Hausmann
ea03e08306
Clean up rectangle creation
...
Use a simple shared convenience method in the GraphicsBackend trait
2020-05-12 19:22:01 +02:00
Simon Hausmann
85e2ac36ef
Prepare for caching rendering info for Items
...
Replace the RenderTree with a RenderingCache that is just the free-list vector
of rendering primitives.
2020-05-12 15:44:08 +02:00
Simon Hausmann
7efcbd5816
Simplify geometry handing
...
Replace the use of kurbo's primitives with lyon/euclid. This means less data copying,
conversion and also no annoying precision
casts.
2020-05-11 19:23:03 +02:00
Simon Hausmann
c966f6e546
Add primitive rectangle rendering
...
This is still uncached, but gets something onto the screen.
2020-05-11 15:33:14 +02:00
Simon Hausmann
3a954e4cea
Move window system creation and other GL related code into the GL backend
2020-05-11 13:11:55 +02:00
Simon Hausmann
12626472c4
Fix wasm build
...
Get rid of the glutin dependency in the GL renderer -- the caller is now responsible for swapping buffers.
2020-05-07 15:07:29 +02:00
Simon Hausmann
e0b024d2cf
Some work towards implementing the gl renderer
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... in plain GL(ow). swapbuffers and clearing the color buffer is working.
2020-05-07 15:07:29 +02:00
Simon Hausmann
17d3d49a83
Use cgmath throughout
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And remove usage of kurbo::Affine. That avoids extra translations.
2020-05-05 23:00:03 +02:00
Simon Hausmann
bfac827ec7
Start with image rendering
...
These are the basics. Still to do are fixing the alpha channel blending, the rect handling,
a texture type to avoid consuming the image over and over again. And more :-)
2020-05-05 18:20:21 +02:00
Simon Hausmann
f3a4f75e17
Allow specifying a clear color for the frame
...
... and default it to white.
2020-05-05 13:51:48 +02:00
Simon Hausmann
5d07a6bd5b
Support specifying the color for path filling
2020-05-05 13:24:41 +02:00
Simon Hausmann
7a129d66d3
Split graphics::RenderNode into RenderNodeMut and RenderNode
...
This allows a read-only tree traversal and thus rendering.
2020-05-05 11:38:29 +02:00
Simon Hausmann
fc5f93fab2
First implementation of a tree of rendering nodes
...
The idea is that they can be recursively rendered and propagate at least
the transform but also clip in the future.
One thing that's left is to split RenderNode into RenderNode and
RenderNodeMut, so that the rendering itself can be done on a non-mutable
tree reference.
2020-05-05 11:25:03 +02:00
Olivier Goffart
a83413aabc
Do not put the frame on the heap.
...
But this forced to make GLFrame public.
2020-05-04 18:40:09 +02:00
Simon Hausmann
4edf2291d6
Simplfy new_frame trait signature
...
The life time specifier wasn't needed, it seems.
2020-05-04 15:29:04 +02:00
Simon Hausmann
9c961059e1
Beginnings of a simple lyon and glium based GL renderer
2020-05-04 15:27:21 +02:00