UiRenderNode::new seeded the GPU window uniform from WindowUniform::default() rather than the surface's real size, so shader.wgsl's vertex stage divided every primitive's position by (0, 0) and produced NaN/Inf clip coordinates on both Vulkan and GLES. winit's backend never hit this because winit fires an initial WindowEvent::Resized that corrects the uniform before the first frame; android-view has no equivalent event, so the node it built never got corrected. Seed the uniform from the SurfaceConfiguration passed to UiRenderNode::new instead, which is already right on both backends at construction time. Verified on the ai-app-2 emulator (Vulkan/SwiftShader and, temporarily forced, GLES/virgl): the tabs example now draws its widgets instead of just the clear colour. Ticks I2 in RUST.md. Co-Authored-By: Claude Sonnet <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