A subtree can be reused whole under a different parent -- same box, same layer, same region node, clean -- and nothing in the drawing says it moved. Two things read who its parent is, and both were wrong after one of these. The old parent still listed it as a child, and a parent's next draw undraws whatever is missing from that list: two spans under one root, with the root swapping which of them it holds, drew the subtree under the new span and then erased it when the old one drew. The move is recorded on both sides where `draw_inner` already writes what the ask decided, rather than guarded at each reader. Its depth was also the one it had under the old parent, which is what the settling walk orders by, so a change made under it afterwards settled at the wrong point in the frame. `try_reuse` re-walks the subtree's depths, and only where the top of it moved, which is what makes that free in the ordinary case. Two tests: one shape where the subtree's box does not move and the span it left erases it, one where it changes depth and the change made under it has to reach the span it moved to. Each fails without one half.
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