`generate_error` can technically fail to generate a contrasting color if
the primary color is desaturated too much. This is beacuse we never
increase the saturation.
This change makes the color scheme builder stop one iteration shy of a
full circle.
The previous fix was a fix in contrast_between. However, I then
convinced myself that the selected color was changing when it wasn't
purely because the alpha picker utilizes a checkeboard pattern, and I
was specifically testing grayscale values.
Aka, I was reproducing the "different grays" optical illusion using the
loupe outline color and driving myself crazy trying to figure out what
my code was doing, when in reality it wasn't doing anything.
The real fix? Don't ask for contrast between two similar colors.
OutlineColor and TextColor are both meant to be contrasting colors to
SurfaceColor, which is the background color. The loupe color really
should have switched between any surface-type color and any
foreground-type color, but it instead was asking for two different
foreground colors.
This required overriding the main theme file to position it where I
wanted it to be. head.hbs puts it above the button bar, and header.hbs
puts it outside the page area entirely.
I had forgotten why I had `self::image::Image` and it was causing the
docs to show up out of order. This now makes them all consisent, fixing
the docs issue.
This was a holdover while I was still implementing the PlatformWindow
interface. Cushy widgets shouldn't be able to access winit directly,
otherwise they could cause unwanted effects when not running in a
standalone Cushy app but rather embedded in a game.
Currently passing the entire input area because it's easy. Not closing
the issue because the correct thing to do would be to constrain the
location to a smaller area on the current line (or the current line).
Refs #122
While working on the changelog, I realized I didn't provide a type that
allowed a third party developer to provide a
PlatformWindowImplementation. This type now completes it.
This commit adds my first take at creating a harness for a user's guide
using the new capture functionality. The example has tests that ensure
the align widget creates the expected results.
Somehow I missed that my changes for weak callbacks broke the theme
editor. I thought I had it working with the try_get changes, but I
discovered several flaws in this approach.
In the end, ownership has been transferred to the CallbackHandle, and a
CallbackHandle can relinquish its reference to create weak graphs. This
is how weak_clone now works.
This ensures frames render consistently.
This change only affects the animation recorder. The regular virtual
recorder interface blocks when refresh is called.