The decision used a rounded division, `total.px.div(fixed)`, where the room the children get is a floored multiply, so the boundary and the drawing it guards were two expressions for one length and disagreed at the edge of it. `room` is that length as a `Len`, `room.to_px` is the multiply, and `Holds::through` is its exact preimage -- so ask `room` whether anything is left and hand the answer back through the same expression. The three branches go with the division. They were the sign of `1 - rel`: the fixed parts growing slower than the box, faster, or exactly with it, and `through` reads that sign already. Forty lines become twelve, one `div` leaves layout, and the boundary is the drawing's own. Green on the suite, the shrinker at 400 seeds of depth 5, the oracle at 1000 seeds of depth 6 and 120 in debug, and 2000 seeds at depth 4 over all fifteen cases. `tabs`, `view`, `minimal` and `random` byte-identical.
iris
My experimental attempt at a rust ui library (also my first ui library).
It's currently designed around using retained data structures (widgets), rather than diffing generated trees from data like xilem or iced. This is an experiment and I'm not sure if it's a good idea or not.
Examples are in examples, eg. cargo run --example tabs.
Goals, in general order:
- does what I want it to (text, images, video, animations)
- very easy to use ignoring ergonomic ref counting
- reasonably fast / efficient (a lot faster than electron, save battery life, try to beat iced and xilem)
dev details
not targeting web rn cause wanna use actual nice gpu features & entire point of this is to make desktop apps / not need a web browser
general ideas trynna use rn / experiment with:
- retained mode
- specifically designed around wgpu so there's no translation
- postfix functions for most things to prevent unreadable indentation (going very well)
- events can be done directly where you draw the widgets
- almost no macros in user code & actual LSP typechecking (variadic generics if you can hear me please save us)
- relative anchor + absolute offset coord system (+ "rest" / leftover during widget layout)
- single threaded ui & pass context around to make non async usage straightforward (pretty unsure about this)
- widgets store outside of the actual rendering so they can be moved around and swapped easily (unsure about this but seems to work good for now)
under heavy initial development so not gonna try to explain status, maybe check TODO for that; sizable chance it gets a rewrite once I know everything I need and what seems to work best
it's called iris because it's the structure around what you actually want to display and colorful