`try_reuse` asks whether the widget in front of it is dirty and, if not, hands its parent the size it last reported. Nothing asks whether a dirty widget sits under it through the size dependencies -- which is the check `retained_size` makes, for exactly this reason, on the path that does not draw. What covers the gap is the order `redraw_updates` settles in: taking the deepest dirty widget first means that by the time a reader draws, what it reads has already drawn and propagated. Drawing in any other order returns a stale size. Measured rather than reasoned: picking whatever the dirty set yields first fails seed 2 of `tests/generated.rs` with 24 widgets wrong, a subtree keeping a 317 px width where a cold tree has 147, and the traces are identical until a `Span` reports 317 against 147 from the same child sizes -- it had reused a subtree holding a `SetSize` whose declared width had changed. So the coupling is real and was written down nowhere. Say it in both places, since a reader of either would otherwise conclude the order is about cost. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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