WMFontPanel is not actually used anywhere, but rewriting it in Rust is a helpful way to show progress that we are making towards porting higher-level WINGs constructs. It is also one of the few places where WMHashMap is used, so porting it helps towards the goal of reducing the size of WUtils.
This passes a basic rendering test. I have played around with it a little bit in Xephyr, and it looks like it is basically doing the right thing. Future work on playing back interactions in a snapshot test should help to shake out bugs whenever we get around to fixing them.
WMFontPanel is not actually used anywhere, but rewriting it in Rust is a helpful way to show progress that we are making towards porting higher-level WINGs constructs. It is also one of the few places where WMHashMap is used, so porting it helps towards the goal of reducing the size of WUtils.
This passes a basic rendering test. I have played around with it a little bit in Xephyr, and it looks like it is basically doing the right thing. Future work on playing back interactions in a snapshot test should help to shake out bugs whenever we get around to fixing them.
This is still a mess, but it's not all in one big line now.
Going forward, commits that need new bindgen functions and types should put them on their own lines. That will make it easier to figure out which commit introduced the use of a given symbol.
Porting WINGs widgets to Rust will require using some WINGs abstractions. One of them is the base widget type, which is implemented by giving all widgets a common layout (with the first few fields always being the same basic types).
We don't need access to all of the information in these fields yet, so we only expose the widget's WMView.
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WMFontPanel is not actually used anywhere, but rewriting it in Rust is a helpful way to show progress that we are making towards porting higher-level WINGs constructs. It is also one of the few places where WMHashMap is used, so porting it helps towards the goal of reducing the size of WUtils.
This passes a basic rendering test. I have played around with it a little bit in Xephyr, and it looks like it is basically doing the right thing. Future work on playing back interactions in a snapshot test should help to shake out bugs whenever we get around to fixing them.
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