Replaces the taking mechanism with `CursorSenses::consumes`, which decides only whether a layer stops the input reaching the layer below. Nothing is removed from the cursor, and senses on one layer no longer block each other: every sensor the pointer is inside runs. Where the cursor rests stops at the top layer under it. Something happening to the cursor stops only at a widget that answers to it, so a click-only child does not swallow a scroll -- which is what `main` gets wrong, where any hovered sensor blocks the layer below. A widget the cursor has left still hears its hover ending, but is handed no press or scroll: that input landed somewhere else. This is a hit test rather than a consumption rule, and without it a press beside a button fires the button it just left. `a_click_and_a_scroll_in_one_frame_go_to_different_widgets` goes with the per-kind taking it tested. Of the five that remain, two fail on `main`.
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