The op.Save and Load methods exist to support the need for
transformation, clip, pointer area state to behave as stacks. For
example, layout needs to apply an offset to its children but not
subsequent operations.
Before this change, op.Save and Load were used to save and restore the
state:
ops := new(op.Ops)
// Save state.
state := op.Save(ops)
// Apply offset.
op.Offset(...).Add(ops)
// Draw with offset applied.
draw(ops)
// Restore state.
state.Load()
A drawback with the op.Save mechanism is that there is no direct
connection between the state change and the saving and loading of state.
This causes confusion as to when a Save/Load is needed and who is
responsible for performing them, which leads to subtle bugs and over-use
of Save/Loads.
This change gets rid of the general state stack and replaces it with
per-state stacks. There is now a stack for transformation, clip, pointer
areas, and they can only be restored by the code pushing state to them.
The example above now becomes:
ops := new(op.Ops)
// Push offset to the transformation stack.
stack := op.Offset(...).Push(ops)
// Draw with offset applied.
draw(ops)
// Restore state.
stack.Pop()
For convenience, transformation also be Add'ed if the stack operation is
not required.
Simple state such as the current material no longer has a way to be
restored; it is assumed the client of a PaintOp adds their desired
material operation before it.
API change: replace op.Save/Load with explicit Push/Pop scopes for
op.TransformOps, pointer.AreaOps, clip.Ops.
To ease porting, this change retains a version of op.Save/Load that
saves and restores the transformation and clip stacks. It also retains
an Add method for clip.Op.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
The current renderer transforms and processes paths before sending them
to the GPU. It can compute bounds during processing.
The new renderer passes paths verbatim to the GPU, but needs the bounds
for constructing clip bounds.
This change computes the bounds during construction, so it is available
at use. As a bonus for storing the bounds with the path, path caches
(such as for storing text fragments) automatically reuse the bounds
calculations as well.
Signed-off-by: Elias Naur <mail@eliasnaur.com>
Border can be expressed in-terms of clip.Stroke:
clip.Stroke{
Path: clip.UniformRRect(r, rr).Ops(ops),
Style: clip.StrokeStyle{Width: width},
}.Add(ops)
Signed-off-by: Egon Elbre <egonelbre@gmail.com>
Floating point error may accumulate and the round rect may not
necessarily close up entirely. Add an additional "Close" to ensure
it's properly closed.
Signed-off-by: Egon Elbre <egonelbre@gmail.com>
This CL introduces 2 new path builders:
- Outline which takes a PathSpec to be outlined
- Stroke which takes a PathSpec and a stroke style, to stroke a path.
typically, code like this:
var p clip.Path
...
p.Outline().Add(o)
should be replaced with:
var p clip.Path
...
clip.Outline{Path: p.End()}.Op().Add(o)
similarly, stroking should be modified from:
var p clip.Path
...
p.Stroke(width, clip.StrokeStyle{...}).Add(o)
to:
var p clip.Path
...
clip.Stroke{Path: p.End(), Style: clip.StrokeStyle{Width:...}}.Op().Add(o)
here are tentative 'rf' scripts (see rsc.io/rf for more details):
```
ex {
import "gioui.org/op";
import "gioui.org/op/clip";
var p clip.Path;
var o *op.Ops;
p.Outline().Add(o) -> clip.Outline{Path:p.End()}.Op().Add(o);
}
ex {
import "gioui.org/op";
import "gioui.org/op/clip";
var o *op.Ops;
var p clip.Path;
var sty clip.StrokeStyle;
var width float32;
p.Stroke(width, sty).Add(o) -> \
clip.Stroke{ \
Path:p.End(), \
Style: clip.StrokeStyle{ \
Width: width, \
}}.Op().Add(o);
}
```
Signed-off-by: Sebastien Binet <s@sbinet.org>