Commit Graph
23 Commits
Author SHA1 Message Date
Nathan SoboandMax Brunsfeld 77b6a29f5f Optimize grouping of path sprites by layer/atlas
Avoid filtering sprites redundantly on every layer and allocating intermediate vectors to group by atlas.

Co-Authored-By: Max Brunsfeld <maxbrunsfeld@gmail.com>
2021-03-30 18:03:00 -06:00
Nathan SoboandMax Brunsfeld 4cdce070c4 Reduce selection corner radius
Co-Authored-By: Max Brunsfeld <maxbrunsfeld@gmail.com>
2021-03-30 16:57:21 -06:00
Nathan SoboandMax Brunsfeld 02ace16176 Handle selection corners that are smaller than the corner radius
Co-Authored-By: Max Brunsfeld <maxbrunsfeld@gmail.com>
2021-03-30 16:21:24 -06:00
Max BrunsfeldandNathan Sobo f8cc3996b2 Paint selections using new path API
Co-Authored-By: Nathan Sobo <nathan@zed.dev>
2021-03-30 11:52:58 -07:00
Antonio Scandurra 1903f63c45 WIP: Add anti-aliasing to paths and render them after spriting them 2021-03-30 16:37:12 +02:00
Antonio Scandurra 98845663a9 Render stencils to atlas 2021-03-30 11:28:35 +02:00
Max BrunsfeldandNathan Sobo 0b12779e62 WIP: Render path winding numbers to stencil buffer
Co-Authored-By: Nathan Sobo <nathan@zed.dev>
2021-03-29 16:28:35 -07:00
Antonio Scandurra a88b63d83c Ensure FoldMap always contains at least one transform
Previously, when splicing an edit that deleted all transforms, we would
leave the `FoldMap` empty, thus violating a bunch of downstream
invariants and e.g. causing the `BufferRows` iterator to not return any
buffer row.

This commit ensures we always have at least one transform (an isomorphic
one, specifically) and adds additional test coverage for the
`FoldMap::buffer_rows` method by adding it to the randomized tests.
2021-03-29 10:18:28 +02:00
Antonio Scandurra a2790481a6 Pass the right bounds when painting gutter
x and y were flipped around, yikes.
2021-03-26 17:21:44 +01:00
Antonio Scandurra 61d4da9934 Introduce layer clipping 2021-03-26 10:28:05 +01:00
Antonio Scandurra e44ea6b379 Fix cursor blinking 2021-03-25 17:41:03 +01:00
Antonio Scandurra 596fc47a68 Start on painting the editor 2021-03-25 17:36:29 +01:00
Antonio Scandurra 0f6927eb4b Re-export font_kit primitives from a new fonts module
...also, rename the old `fonts` to `font_cache`.
2021-03-25 10:58:33 +01:00
Antonio Scandurra 0906b2a2f4 Remove unused dependencies and avoid instantiating FontCache in tests 2021-03-25 10:48:32 +01:00
Antonio ScandurraandNathan Sobo 9178e91cc0 Extract platform-dependant FontSystem
Co-Authored-By: Nathan Sobo <nathan@zed.dev>
2021-03-24 16:51:28 +01:00
Nathan Sobo 119aa452b6 Overhaul the entire element system
Now the Element trait is designed to be wrapped in a Lifecycle enum that gets placed inside an ElementBox. This allows the framework to store data on behalf of the Element implementation, such as sizes, bounds, and also implementation-specific LayoutState and PaintState types. This makes it easier to reason about which data is available in each Element method.
2021-03-21 20:54:23 -06:00
Nathan Sobo cfe3aae2de WIP: Get everything compiling again and keep window open 2021-03-19 12:12:10 -06:00
Nathan Sobo 605bdd62dd WIP: Start on rendering scenes via presenter 2021-03-18 21:33:16 -06:00
Nathan Sobo e809d6119a Return tasks from spawn and spawn_stream
Also, eliminate the background spawning methods. We can spawn futures
on the executor and then spawn those on the app if we need to wait for
the result of running one.
2021-03-18 20:10:32 -06:00
Nathan Sobo 9bab29c72f Get workspace module in and compiling 2021-03-18 15:52:46 -06:00
Nathan Sobo 171dd0c243 WIP 2021-03-18 13:17:25 -06:00
Nathan Sobo 23308e17a9 WIP on rebuilding with extracted UI framework 2021-03-18 13:13:31 -06:00
Nathan Sobo 356bc41752 WIP 2021-03-09 21:00:51 -07:00