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Merge pull request #239 from boydm/v0.11
v0.11.0 It is time to merge this beast in to main. I'll be publishing it to hex as v0.11.0.beta0 once I double check that the local driver is set up to point to the hex release.
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CHANGELOG.md

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# Changelog
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## 0.10.5
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* tighten requirement for font_metrics to 0.3.0. Thank you @wojtekmach
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##0.11.0
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* This is a __MAJOR__ update. As Connor Rigby put it in a call... "What hasn't changed?"
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* See the v.11 upgrade guide for an overview.
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## 0.10.4
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* Can pass in a :name option to scenes/components @am-kantox
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* Clean up warnings under Elixir 1.11
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* Tell git not to mangle line endings on test data - part of getting Windows support working. @trejkaz
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* Fix Texture.clear() bug so it now clears the entire texture. @shritesh
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* Now requires Elixir 1.9 or higher.
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## 0.10.3

Makefile

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PREFIX = $(MIX_COMPILE_PATH)/../priv
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BUILD = $(MIX_COMPILE_PATH)/../obj
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STATIC = $(PREFIX)/static
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# Look for the EI library and header files
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# For crosscompiled builds, ERL_EI_INCLUDE_DIR and ERL_EI_LIBDIR must be
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endif
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endif
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NIF=$(PREFIX)/line.so $(PREFIX)/matrix.so $(PREFIX)/texture.so
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NIF=$(PREFIX)/line.so $(PREFIX)/matrix.so $(PREFIX)/bitmap.so
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calling_from_make:
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mix compile
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all: $(PREFIX) $(STATIC) $(BUILD) $(NIF)
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all: $(PREFIX) $(BUILD) $(NIF)
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pull_deps:
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mix local.hex --force
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$(PREFIX)/matrix.so: $(BUILD)/matrix.o
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$(CC) $^ $(ERL_LDFLAGS) $(LDFLAGS) -o $@
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$(PREFIX)/texture.so: $(BUILD)/texture.o
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$(PREFIX)/bitmap.so: $(BUILD)/bitmap.o
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$(CC) $^ $(ERL_LDFLAGS) $(LDFLAGS) -o $@
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$(PREFIX) $(BUILD):
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mkdir -p $@
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$(STATIC):
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cp -rf static $(STATIC)
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clean:
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$(RM) $(NIF) c_src/*.o
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README.md

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# Core Scenic Library
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[![Build Status](https://travis-ci.org/boydm/scenic.svg?branch=master)](https://travis-ci.org/boydm/scenic)
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[![Codecov](https://codecov.io/gh/boydm/scenic/branch/master/graph/badge.svg)](https://codecov.io/gh/boydm/scenic)
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Scenic is a client application library written directly on the
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- [Introducing Scenic](https://www.youtube.com/watch?v=1QNxLNMq3Uw), a video from ElixirConf 2018, which introduces Scenic and the problems it strives to solve.
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# Current Status! __Important!__
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Version 0.11 is a major upgrade. There are numerous breaking changes. The docs have been upgraded, but will get another pass before it leaves beta. The upgrade guide (in the docs) explains the major pieces.
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__READ THAT FIRST__
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## Goals
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- **Available:** Scenic takes full advantage of OTP supervision trees to create
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- **Remotable:** Scenic devices know how to run themselves, but can still be
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accessed remotely. Remote traffic attempts to be as small so it can be used
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over the Internet, cellular modems, Bluetooth, etc.
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over the Internet, cellular modems, Bluetooth, etc. This is actively under
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development and coming soon.
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- **Reusable:** Collections of UI can be packaged up for reuse with, and across
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applications. I expect to see Hex packages of controls, graphs, and more
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retained and immediate modes are, then you are probably just fine. For
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reference: HTML is a retained mode model.
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## Upgrading to v0.10
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Version 0.10 of Scenic contains both deprecations and breaking changes, which will need to be updated in your app in order to run. This is all good through as it enables goodness in the forms of proper font metrics and dynamic raw pixel textures.
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Please see the [v0.10 Upgrade Guide](https://hexdocs.pm/scenic/upgrading_to_v0-10.html).
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### Deprecations
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`push_graph/1` is deprecated in favor of returning `{:push, graph}`
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([keyword](https://hexdocs.pm/elixir/Keyword.html)) options
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from the `Scenic.Scene` callbacks. Since this is only a deprecation `push_graph/1` will
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continue to work, but will log a warning when used.
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`push_graph/1` will be removed in a future release.
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* This allows us to utilize the full suite of OTP GenServer callback behaviors (such as
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timeout and `handle_continue`)
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* Replacing the call of `push_graph(graph)` within a callback function depends slightly
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on the context in which it is used.
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* in `init/2`:
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* `{:ok, state, [push: graph]}`
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* in `filter_event/3`:
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* `{:halt, state, [push: graph]}`
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* `{:cont, event, state, [push: graph]}`
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* in `handle_cast/2`:
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* `{:noreply, state, [push: graph]}`
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* in `handle_info/2`:
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* `{:noreply, state, [push: graph]}`
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* in `handle_call/3`:
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* `{:reply, reply, state, [push: graph]}`
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* `{:noreply, state, [push: graph]}`
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* in `handle_continue/3`:
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* `{:noreply, state, [push: graph]}`
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### Breaking Changes
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`Scenic.Cache` has been removed. It has been replaced by asset specific caches.
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| Asset Class | Module |
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| ------------- | -----|
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| Fonts | `Scenic.Cache.Static.Font` |
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| Font Metrics | `Scenic.Cache.Static.FontMetrics` |
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| Textures (images in a fill) | `Scenic.Cache.Static.Texture` |
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| Raw Pixel Maps | `Scenic.Cache.Dynamic.Texture` |
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Some of the Cache support modules have moved
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| Old Module | New Module |
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| ------------- | -----|
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| `Scenic.Cache.Hash` | `Scenic.Cache.Support.Hash` |
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| `Scenic.Cache.File` | `Scenic.Cache.Support.File` |
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| `Scenic.Cache.Supervisor` | `Scenic.Cache.Support.Supervisor` |
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##### Static vs. Dynamic Caches
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Note that caches are marked as either static or dynamic. Things that do not change and can be referred to by a hash of their content go into Static caches. This allows for future optimizations, such as caching these assets on a CDN.
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The Dynamic.Texture cache is for images that change over time. For example, this could be an image coming off of a camera, or something that you generate directly in your own code. Note that Dynamic caches are more expensive overall as they will not get the same level of optimization in the future.
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##### Custom Fonts
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If you have used custom fonts in your application, you need to use a new process to get them to load and render.
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1. use the `truetype_metrics` tool in hex to generate a `\*.metrics` file for your custom font. This will live in the same folder as your font.
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2. Make sure the name of the font file itself ends with the hash of its content. If you use the `-d` option in `truetype_metrics`, then that will be done for you.
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3. Load the font metrics file into the `Scenic.Cache.Static.FontMetrics` cache. The hash of this file is the hash that you will use to refer to the font in the graphs.
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4. Load the font itself into the `Scenic.Cache.Static.Font`
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## Contributing
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assets/fonts/LICENSE.txt

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