The last column of pixel on the window's right side isn't correctly
drawn and pixels appear dirty and more noticeably when the a NagView
message was previously shown, a stripe of red pixels remains on the right.
We use now a more souding roundig scheme. Now the rectangles to clip or to
draw are passed around as Lua numbers without any rounding. In turns, when
the rect coordinates are passed to the renderer we ensure the border of the
rect are correctly snapped to the pixel's grid. It works by computing the
coordinates of the edges, round them to integers and then compute the rect's
width based on the rounded coordinates values.
something went wrong in snprintf that it skips the first character of
the library name. Not only that, the signature is actually luaopen and
not lua_open.
Add objc_args in meson when compiling to pass C defines also to
bundle_open.m.
Default "bundle" option to false to have by default a unix-like
build and install.
In the run-local script always expect that "bundle" option is to
false to have a unix-like install.
In the build-package script pass the -Dbundle=true option when
building on macos.
When setting the resouce path revert to original method using
[[NSBundle mainBundle] resourcePath]
to have the real resource path when the bundle option will be
activated. With the recent commit the function
set_macos_bundle_resources will be called only if the "bundle"
option is activate and is not used in unix-like mode.
since 5 months ago (ttps://github.com/libsdl-org/SDL/commit/c289bad9007cb672c994f726d967f6e5682f200d)
SDL2 now reads Xft.dpi. There is no need to link to X11 anymore.
- Added version and license metadata
- Configuration data to be used in configured files to set metadata
- Portable binary and directories in the main install directory
- Binary file installed in correct places for all supported platforms
- Freedesktop AppStream support
- Added missing files install rules
It is reported that the built-in lua function os.remove(path) does
not removes empty directories on windows. To fix this a system.rmdir
function is introduced that calls a native win32 function.
Also common.rm(path, recursively) was added which wraps system.rmdir()
to easily delete an entire folder with all its contents.
Add a renderer.font's method "copy" to clone the font object
by specifying an optional new size. In the size is not given
the size of the original object is used.
Should fulfill the request from issue #288.
Groups together consecutive mouse move events like done in core.step()
lua function but on the C side.
It does not introduce any meaningful speedup but it theory is more efficient and
simplifies the Lua code.
The simplification of the Lua code alone is enough to justify this change?
* Retrieve scale plugin from lite-plugins
* New implementation of scale plugin and font C API
Introduce two new C API functions, renderer.font.get_size and set_size
respectively to get the font size and to set the size to a new value.
Using these functions we don't need to know the name of the font but
we can just change their size.
Adapt the scale plugin to use the new C API function with minor adaptations
in the logic.
Use smaller step to scale fonts.
Rename font_desc_free function, previous name was misleading as only the cached
resources are freed.
* Add contextmenu plugin from takase
From https://github.com/takase1121/lite-contextmenu
Adapted to show font scaling commands and find/replace commands.
i# testing.lua
* Fix the cursor flickering with contextmenu
To avoid flickering of the cursor when using the context menu
we add a new function `core.request_cursor` that just take note
of the cursor requested.
The cursor will be actually changed only in root_view:draw() method
only when all the drawing operations are done. This means the cursor
will be changed only once per frame and only the most recent cursor
change request will take effect.
* Remove unneeded scale plugin return functions
On macos 11.2.3 with sdl 2.0.14 the keyup handler for cmd+w was not
enough. Maybe the quit event started to be triggered from the keydown
handler? In any case, flushing the quit event there too helped.
Use resolved executablePath instead of resourcePath to allow lanching
the lite-xl binary via a symlink, like typically done by Homebrew:
/usr/local/bin/lite-xl -> /Applications/lite-xl.app/Contents/MacOS/lite-xl
The resourcePath returns /usr/local in this case instead of
/Applications/lite-xl.app/Contents/Resources, which makes later
access to the resource files fail. Resolving the symlink to the
executable and then the relative path to the expected directory
Resources is a workaround for starting the application from both
the launcher directly and the command line via the symlink.
Use regular expressions instead of Lua patterns for find and replace editor commands.
Syntax files can now use regex or Lua patterns as before keeping backward compatibility for plugins.
In some cases rencache was using a FontDesc pointer that was actually freed by
Lua giving segfaults errors.
In addition, some FontDesc object were not freed in some cases if the
rencache_end_frame was not called when performing the "restart" command.
The invalid access problem can happen because rencache keep some pointers to
FontDesc object but these are Lua userdata that Lua can dispose of. This
situation is prone to hard errors and we should avoid to keep pointers to
objects managed by Lua.
To this purpose we use luaL_ref/unref to bind the FontDesc into the Lua's
registry while rencache need them. We still keeps pointer to FontDesc object but
using luaL_ref we are assured they will not be disposed by Lua.
Since we are using luaL_ref/unref to inform the GC about when the objects are in
use we can now finalize the objects directly when Lua collects them. Previously
the GC metamethods was issuing a FREE command to rencache and the font was
actually freed only from the rencache_end_frame function.
For the option when we use the SDL_Renderer we change:
- the order of calls to SDL_DestroyTexture/Renderer.
Reported by valgrind on linux as an error to destroy the
renderer before the texture.
- the SDL_Renderer and texture are created when the surface is
initialized before the window is shown
It seems that creating the SDL_Renderer and Texture between the
moment the window was shown and the renderer present was introducing
a flashing blank window because of the time taken to create the
renderer/texture resources.
Introduce a new approach that discriminate coordinates in
points and pixels. Now all the logic from the Lua side and in
rencache is to always use points. The coordinates are converted
to pixels only within the renderer, in the file renderer.c.
In this way the application logic does not need to care about the
scaling of the retina displays.
For non-retina display the scaling between points and pixels is
equal to one so nothing will change.
There is nevertheless a change that leak into the Lua side. The
subpixel coordinates are in sub-pixel, not sub-points so they are
scaled by the retina scaling factor. But no change in the code is
required because the subpixel scaling factor take into account the
retina scaling, when present.
Because the retina scaling factor is not know when the application
starts but only when a window is actually available we introduce a
mechanism to render the font with a given scaling factor only from
the renderer when they are needed. We use therefore FontDesc to
describe the font information but without actually rasterizing the
font at a given scale.
The command in rencache.c (Command struct + variable length text) was
incorrectly sized. As a result some bites at the end of the command payload
were uninitialized and was causing hash to randomly change forcing the
system to redraw many more areas.
Since the text of the command for DRAW_TEXT commands is written beginning
at the offset of the text field we compute the bare size of the command as
offsetof(Command, text) instead of sizeof(Command).