WIP Initial implementation of ID mods #14
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ID mods are property overrides that are addressed to individual
grobs by their ID.
They are able to apply everything that can be achieved through overriding grob properties, i.e. everything that can be done with
\once \override
or\tweak
.One potential issue I see is that using the ID mods "uses up" the
before-line-breaking
callback of the grobs that are activated.Another thing to be discussed is the new grob property
'eid
I defined. Of course it would be more natural to use the existing'id
property. But using IDs to address elements and to store mods requires the ID property to be of typesymbol?
because there will be a potentially huge alist with mods, and symbols are significantly more efficient as lookup keys.Finally I'm not completely sure if the naming of the mod commands is ideal:
\idMod
\idMods
\idModList
\idVarModList
is the current state. I deliberately leave that uncommented here so people can look at them without being told beforehand what they mean. Their meaning and use is commented in the source files.
The fundamental question is if these functions are a natural fit as complement to the existing edition-engraver mods.