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ezgui notes
I'm considering cleaning this thing up and releasing a new crate.
Features
Runs in lots of places. Specifically:
- Linux, Mac, Windows via glium
- wasm via glow. Text support coming in O(months). https://github.com/RazrFalcon/resvg/issues/229
- Dealing with DPI sucks. There's one place to set a scale factor, then have all text and widgets and stuff scaled up.
Fully vector.
- usvg -> lyon -> polygons
- Load an svg button, programatically swap colors, rotate, scale, etc
- Even text!
Lots of orthogonalish stuff that probably doesn't belong in a GUI library, but is darn useful. I didn't design this as a GUI library, I just made exactly the stuff I need for A/B Street.
- Plots and histograms
- Screenshot entire map in chunks for visual diff tests
The canvas. Concept of map- and screen-space. Nice 2D panning and zooming.
Composites and ManagedWidgets.
- flexbox styling via stretch, although I don't understand when margin/padding doesnt work.
- buttons, checkboxes (wrapper over buttons), sliders, pop-up menus, fillers for custom magic, plots, histograms, extremely basic text entry
Weird API. No callbacks. You manually plumb events to widgets, ask about results. No smart diffing of widget trees; usually recreate everything from scratch (it's perfectly cheap in my use cases) or replace a widget in a composite.
Wizard... though I'm not sure about this pattern. Been switching to settings panels that ask you lots of stuff at once, give defaults.
Design choices
NOT performance critical. When I spot something causing noticeable problems, I profile and fix it reactively. There's so much waste everywhere, like constantly recreating widgets from scratch and re-uploading similar geometry over and over. The perf is totally fine for my (reasonably complicated) use cases; if you find something that doesn't work for you, let's look at it.
Messy error handling. unwraps and panics in different places.
Backend impl is minimal. No traits, plumbing generics -- why would you ever compile in more than one option anyway?
One (simple) uber-shader. Don't do anything fancy in the shader, calculate geometry on the CPU. We can use the same geometry for drawing and detecting mouseover.
Major problems
Type-safe Outcomes via low-boilerplate enums?
Configuring default style
FAQ
Why OpenGL?
My requirements are super simple; I don't need the power of Vulkan or the new stuff. I want something simple that runs everywhere. If you want to make this work with WGPU or something else, it should be easy. The 3 backend implementations (glium, glow on native, glow on wasm) are each about 300 lines.
Why another? Shouldn't we consolidate?
We should. I didn't particularly want to write a GUI library; nothing did what I wanted when I started. I don't know if it's worth polishing this up and making it a real contender in the Rust GUI space, or efforts should be consolidated in another library.
Comparison to alternatives
Huge list here. Notably, why not iced? Biggest blocker is that I can't run the examples today; there's some bug with the wgpu support on both of my Linux laptops. https://github.com/hecrj/iced/issues/212. This is a deal-breaker -- I want stuff I make to run anywhere without hassle. I looked at adding a glium backend to iced, but the current structure has tons of backend-specific code. In contrast, ezgui has a super tiny backend API -- basically just upload triangles and draw them -- and all of the heavy logic sits on top of that.
Naming
- coldbrew (stronger than iced coffee? ;) )
- allegro (where most pivotal meetings with my UX designer have happened, but this is also the name of some library)
- coco (for the geom library)
- abstgui (too obvious)