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Gooey: A GPU-accelerated UI framework for Zig

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Re: Gooey: A GPU-accelerated UI framework for Zig

#21

Sadface :-( (Author of Gooey [1], a GUI framework for WebASM in Go) [1] https://github.com/cookiengineer/gooey

I also have one [1]. It's a good name :-) [1]: https://github.com/creativescala/gooey

not the maintainer, but at first I thought it was python :D

https://github.com/chriskiehl/Gooey

Re: Gooey: A GPU-accelerated UI framework for Zig

#22

It is great to see the Zig ecosystem growing, even though it was achieved by AI. I wish humans had done it, but I do not wanna start a debate between those who arent fans of AI and those who are.

yep, dripping in AI.

It's a real problem, so many projects are adding features at breakneck speed, but with so many bugs and so little understanding.

Maybe that's just how it all works now, but I don't like it.

Re: Gooey: A GPU-accelerated UI framework for Zig

#23

Sadface :-( (Author of Gooey [1], a GUI framework for WebASM in Go) [1] https://github.com/cookiengineer/gooey

I also have one [1]. It's a good name :-) [1]: https://github.com/creativescala/gooey

We need to make a gooey family of UI frameworks!

Re: Gooey: A GPU-accelerated UI framework for Zig

#24

This 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…

So VB6 or earlier is what you are probably remembering, and VB has a fascinating history as it started life as a wysiwyg design tool before it was attached to any language.

However, you need to remember that these simpler tools were a product of a much simpler set of requirements. Fixed themes, fixed screen size, fixed aspect ratios. I imagine a wysiwyg editor that gives you all the power of, say, CSS, and yet remains simple for simple things, sounds like a much more difficult task. I haven’t worked on UI in 20 years, so maybe such tools do exist.

Re: Gooey: A GPU-accelerated UI framework for Zig

#25

Earlier quoted context omitted.

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.

That doesn't seem too bad, I agree. Maybe that's why QT is used. I haven't really used QT, but the more modern Windows apis, vulkan, etc all are pretty complicated.

Thats why I've always like pytk

    from tkinter import \*

    root = Tk()
    a = Label(root, text ="Hello World")
    a.pack()

    root.mainloop()

Re: Gooey: A GPU-accelerated UI framework for Zig

#26

This 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…

Latest way to do native Windows GUI in Rust is pretty cool:

https://www.reddit.com/r/rust/comments/1tql7uf/microsofts_wi...

Re: Gooey: A GPU-accelerated UI framework for Zig

#27
post #8

This is great, we need more of this. It's high time we began to escape the dark ages of rule-by-Electron. See Bitwarden's recent fumble of a redesign.

I take it back. This project is pure slop https://github.com/duanebester/gooey/blob/main/docs/architec...

Re: Gooey: A GPU-accelerated UI framework for Zig

#29
post #20

This 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…

OK, but what about actually using a GUI toolkit to make an actual application? 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.

Agreed. I want a coherent, deliberate architecture for building an application and managing state.

That's the hard part. I'll take on incidental boilerplate (e.g. Elm) if the architecture helps me build and understand applications. Whatever gets me to that latter part.

Re: Gooey: A GPU-accelerated UI framework for Zig

#30
post #20

This 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…

OK, but what about actually using a GUI toolkit to make an actual application? 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.

VB was used to create a great many data-munging applications in its time, and while they were never pretty, they were lightning fast, largely consistent, and generally far more reliable than what we currently have.
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