This commit changes a LOT of areas of the code to use decl literals
instead of redundantly referring to the type.
These changes were mostly driven by some regex searches and then manual
adjustment on a case-by-case basis.
I almost certainly missed quite a few places where decl literals could
be used, but this is a good first step in converting things, and other
instances can be addressed when they're discovered.
I tested GLFW+Metal and building the framework on macOS and tested a GTK
build on Linux, so I'm 99% sure I didn't introduce any syntax errors or
other problems with this. (fingers crossed)
This commit makes CoreText behave a lot like FreeType where we set the
variation axes on the deferred face load. This fixes a bug where the
`slnt` variation axis could not be set with CoreText with the Monaspace
Argon Variable font.
This was a bug found in Discord. Specifically, with the Monaspace Argon
Variable font, the `slnt` variation axis could not be set with CoreText.
I'm not sure _exactly_ what causes this but I suspect it has to do with
the `slnt` axis being a negative value. I'm not sure if this is a bug
with CoreText or not.
What was happening was that with CoreText, we set the variation axes
during discovery and expect them to be preserved in the resulting
discovered faces. That seems to be true with the `wght` axis but not the
`slnt` axis for whatever reason.
Since we have no way to detect our presentation (text/emoji), we need to
actually render the glyph that is being requested to double-check that
the glyph matches our supported presentation.
We do this because the browser will render fallback fonts for a glyph if
it can't find one in the named font.
This implements font discovery so the `--font-family` flag works for macOS. Fonts are looked up using the Core Text API so any installed font on the Mac system can be used.
We still use FreeType for rendering, and CoreText doesn't _quite_ give us all the information we need to build the exact face in FreeType. So a TODO after this is to now implement glyph _rendering_ using Core Text and Core Graphics. Until then, a couple fonts don't quite work (i.e. Monaco, a big one!) but many do!