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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.
15 lines
598 B
Rust
15 lines
598 B
Rust
pub use sixtyfps_rs_macro::sixtyfps;
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/// internal re_exports used by the macro generated
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pub mod re_exports {
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pub use const_field_offset::{self, FieldOffsets};
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pub use corelib::abi::datastructures::{Component, ComponentTO, ComponentVTable, ItemTreeNode};
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pub use corelib::abi::primitives::{
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Image, ImageVTable, Rectangle, RectangleVTable, Text, TextVTable,
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};
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pub use corelib::ComponentVTable_static;
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pub use corelib::SharedString;
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pub use gl::sixtyfps_runtime_run_component_with_gl_renderer;
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pub use once_cell::sync::Lazy;
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pub use vtable::{self, *};
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}
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