This requires two changes to the function:
(1) When we can't convert to one type to the other, try the reverse.
(2) When merging fields, apply the algorithm recursively for common fields.
This patch tries to improve the ability to convert different kinds of
object literals in an array into a common type. We used to take the
first entry as the "shape" of all elements, which meant that if the
first element was missing a field it would be silently dropped from all
future fields.
Instead, this patch merges the fields.
Ideally we would put the bindings dirrectly in the builtins.60
But this is unfortunately not possible because the "StyleMetrics" is not
yet available there and that would be a circular dependencies.
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.
When referencing an image a repeated element and were targeting a
configuration that requires resource embedding, then that image would
not embedded.
This was due to the fact that we didn't recurse into sub-components in
the resource collection phase and the generators made a per-component
embedding decision. The field responsible for that was also not
propagated to sub-components.
This patch addresses these two bugs by cleaning up the entire mechanism:
The compiler first generates the new ResourceReference::AbsolutePath for
all img!"foo.png" expressions. If the compiler is configured to embed
resources, then the embed_resources pass will traverse all
sub-components and expressions in them to change them to
ResourceReference::EmbeddedData with a unique integer id. Simultaenously
all the resources to be embedded get also collected in the root
component, so that the build script as well as the generator can take
care of dependency handling and actual resource embedding.
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.
This is in preparation for allowing the run-time / items to clone VRc's
of the component.
ComponentVTable functions like visit_children_item contine to take a
ComponentRefPin as "self" parameter type, as a VRc would not be
supported by rust right now. That means the implementation then uses
self_weak to obtain a strong self-reference.
The setup code is used to place an initial set_focus_item call, for
example. In preparation for future changes, this needs to happen *after*
self_weak has been set up. For C++ this means placing the code into the
create() function, where there's no (implicit) this pointer, so we need
to use self in some places.
Centralize the self_weak setup to be emitted only once, in the create()
function. create() is now always emitted and equipped with a parent
parameter, for non-root components. This allows slightly simplifying the
generic repeater code.