Commit graph

552 commits

Author SHA1 Message Date
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
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
Olivier Goffart
c03c2e2e7e Attempt to do Plus / Minus 2020-05-21 13:24:45 +02:00
Olivier Goffart
54eb0f831b Fix the children allocation array
The offsets was not computed properly
2020-05-21 13:14:28 +02:00
Olivier Goffart
4575011293 More work on signal: the C++ part is working 2020-05-20 19:28:58 +02:00
Olivier Goffart
efe0ccfb3f Add support for signal in the parser
(currently not doing anything else than parsing)
2020-05-20 12:53:08 +02:00
Olivier Goffart
94c58dc1c4 Add an mouse handler for the TouchArea 2020-05-20 12:03:36 +02:00
Olivier Goffart
6b3765857a Add a TouchArea builtin item (currently does nothing) 2020-05-20 09:32:01 +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
Olivier Goffart
260f17a3e0 Support for inline components within a .60 file 2020-05-19 17:43:56 +02:00
Olivier Goffart
ab28828351 Support for img!("foo.png") to make string absolute
This is a temporary solution until we get better ressource handling
2020-05-19 16:30:48 +02:00
Olivier Goffart
a4569ddca3 BangExpression allow for finding relative paths 2020-05-19 15:36:56 +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
Olivier Goffart
25bf149e13 Add a shared string that can be used in properties 2020-05-18 17:09:40 +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
25fd60c820 Fix runtime panic in cpp example
Correct the path to the image.
2020-05-14 08:43:00 +02:00
Simon Hausmann
18a2b7748f Silence VS code warning
... when not targeting wasm.
2020-05-13 13:27:15 +02:00
Simon Hausmann
6f98e2ea56 Fix cargo warning
For now, always depend on console_error_panic_hook. It's useful :-)
2020-05-13 12:08:00 +02:00
Simon Hausmann
3d604b1a0c Ignore the dist directory 2020-05-13 12:07:38 +02:00
Simon Hausmann
e313f39490 Add simple rust wasm test
Needs an initial "npm install" and then "npm start" will build and launch it in the browser.
2020-05-13 11:24:51 +02:00
Simon Hausmann
3142883ca8 Render the contents of image elements
The source property is a path relative to the path of the executable.
That is still rather inconvenient. It would be more convenient to make
it relative to the source file, but the corresponding proc-macro span
source_file() accessor is not public/stable.

Perhaps there's a way of doing this also through the generated code and
std::file!().
2020-05-13 10:27:09 +02:00