Gooey: A GPU-accelerated UI framework for Zig
11–20 of 93 posts
Re: Gooey: A GPU-accelerated UI framework for Zig
#12#include #include
int main() { int gd = DETECT, gm;
initgraph(&gd, &gm, "C:\\TURBOC3\\BGI");
circle(320, 240, 100);
getch();
closegraph();
return 0;
}Making some shapes and forms wasn't that much work either.
If I think back to VB and Windows (whatever it was then) making a basic window, form and some buttons was so simple and easy, they even made GUI builders because they were so good.
Somewhere along the lines GUIs became overly complex to implement.
Re: Gooey: A GPU-accelerated UI framework for Zig
#13Re: Gooey: A GPU-accelerated UI framework for Zig
#14Sadface :-( (Author of Gooey [1], a GUI framework for WebASM in Go) [1] https://github.com/cookiengineer/gooey
And in early 2000, I was in a mailing list for designing a successor/replacement to X11, code-named "Gooey" that never went anywhere.
Re: Gooey: A GPU-accelerated UI framework for Zig
#15This looks good. But the thing that always lets me down on UI frameworks is how much freaking work it is to get something on the screen. My first language was Borland Turbo C++. It was so comparatively simple to do stuff. If I want to write a circle on the screen its just this: #include #include int main() { int gd = DETECT, gm; initgraph(&gd, &gm, "C:\\TURBOC3\\BGI"); circle(320, 240, 100); getch(); closegraph(); re…
#include
#include
#include
class widget : public QWidget {
void paintEvent(QPaintEvent*) override {
QPainter(this).drawEllipse(QPoint(320, 240), 100, 100);
}
};
int main(int argc, char *argv[]) {
QApplication app(argc, argv);
widget w;
w.resize(640, 480);
w.show();
return app.exec();
}
It doesn't seem too complicated to me.Re: Gooey: A GPU-accelerated UI framework for Zig
#16Re: Gooey: A GPU-accelerated UI framework for Zig
#17Sadface :-( (Author of Gooey [1], a GUI framework for WebASM in Go) [1] https://github.com/cookiengineer/gooey
Re: Gooey: A GPU-accelerated UI framework for Zig
#18This looks good. But the thing that always lets me down on UI frameworks is how much freaking work it is to get something on the screen. My first language was Borland Turbo C++. It was so comparatively simple to do stuff. If I want to write a circle on the screen its just this: #include #include int main() { int gd = DETECT, gm; initgraph(&gd, &gm, "C:\\TURBOC3\\BGI"); circle(320, 240, 100); getch(); closegraph(); re…
This is what you can with Qt: #include #include #include class widget : public QWidget { void paintEvent(QPaintEvent*) override { QPainter(this).drawEllipse(QPoint(320, 240), 100, 100); } }; int main(int argc, char *argv[]) { QApplication app(argc, argv); widget w; w.resize(640, 480); w.show(); return app.exec(); } It doesn't seem too complicated to me.
Re: Gooey: A GPU-accelerated UI framework for Zig
#19Re: Gooey: A GPU-accelerated UI framework for Zig
#20This looks good. But the thing that always lets me down on UI frameworks is how much freaking work it is to get something on the screen. My first language was Borland Turbo C++. It was so comparatively simple to do stuff. If I want to write a circle on the screen its just this: #include #include int main() { int gd = DETECT, gm; initgraph(&gd, &gm, "C:\\TURBOC3\\BGI"); circle(320, 240, 100); getch(); closegraph(); re…
You can optimize a library to make it comparatively simple to draw a circle on a screen. But that tells me nothing about binding state, signals, styling, widget hierarchy, etc. Maybe these frameworks look complicated to you because doing something more than drawing a circle is actually more complicated.