`RegionRemap` re-derived the same things for every scalar of every part of a moving subtree: the extent it divides by, whether the box only moved, whether it spans the whole of its parent's, and the two ends of each `lerp`. All of them are the same for the whole walk, because the walk is one box moving into one other box. They are worked out once in `RegionRemap::new` now, as an `AxisRemap` per axis that is either a translation or a scale. Identical arithmetic in the same order, so the answers are unchanged: 500 frames of the `many` phase went from 1,886,328,855 instructions to 1,815,666,327, 3.8% fewer, and `tabs`, `text` and `random` are byte-identical at 1920x1200. Cycles moved 0.8%, which is the finding worth keeping: the surrounding arithmetic was never the cost. The `i64` division is, and it is still there. Checked: fmt, clippy, 105 tests, all five shrinker cases at 300 seeds. 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