While this was a workaround for a docs.rs issue (Px/Lp are not
linked), I decided having the shorter import path would look better in
the examples.
It probably wasn't necessary to update all of the references in the
internal code, but I decided it was worth the consistency.
Debug printing widgets was quite verbose. While developing a widget, you
often want to see a full debug printout, but this feature assumes that
debug printing a WidgetInstance should show a summary of the widget, not
a full debug printout containing cached glyph information of every
label.
By default, summarize just calls Debug, but this extra layer allows
widgets to provide a more condensed summary and exclude details like
caches.
Originally, adding dbg!() around the theme example's UI yielded a
whopping 20,324 lines of text. The summary code only prints 3,858
lines.
Closes#60
Stepping in sliders is a compromise due to the flexibility of the
current slider implementation. I don't want to force types to implement
Add, and I don't like forcing types to require a Step (ie, what's the
appropriate value for f32 to specify as its next value?). Using a
percentage combined with lerp keeps the implementation fairly
straightfoward, although I remember experiencing this type of
configuration in another UI framework a long time ago and thinking it
was a little annoying to work with.
Ultimately, setting actual step boundaries can be done by customizing
the type that the slider is operating over. I feel like that's a much
more powerful design than I've experienced in previous frameworks, so
I'm hoping this percent step behavior is a reasonable compromise.
Introducing two new colors:
- ColorTheme::color_dim, for dimmed/disabled primary colors
- SurfaceTheme::opaque_widget, for buttons.
In material design, a button's background color uses the Highest
Container role, which seems incorrect because then buttons wouldn't have
a different color when placed inside of the highest level container.
Rather than remove a container level, I added one more tone using the
neutral variant.
Other changes are just gut feelings to have a slightly richer dark
theme. I feel like material is a little muddy in dark mode.
I started making more changes, and I lost track of what was merge
related and what wasn't, so I committed the merge with what was staged,
but it probably didn't compile.
This is the remaining changes to get things back to a state I'm happy
with, mostly tweaking the constrast behavior.