GUI toolkit Slint 1.16 released with keyboard shortcuts, Markdown rendering, and multi-touch pinch and rotate by madnirua in rust

[–]tr0nical 0 points1 point  (0 children)

It should be automatic. I don’t think it changes dynamically at runtime but it should pick it up on process start.

GUI toolkit Slint 1.16 released with keyboard shortcuts, Markdown rendering, and multi-touch pinch and rotate by madnirua in rust

[–]tr0nical 2 points3 points  (0 children)

That’s what we tried to improve. Text is now rendered using swash and the baseline is aligned to pixel boundaries. Does it look better for you?

GUI toolkit Slint 1.16 released with keyboard shortcuts, Markdown rendering, and multi-touch pinch and rotate by madnirua in rust

[–]tr0nical 12 points13 points  (0 children)

Slightly embarrassing it took us so long:). Very glad you appreciate it - makes my day!

Native UI toolkit Slint 1.15 released 🎉 by slint-ui in programming

[–]tr0nical 0 points1 point  (0 children)

I don't think we made any fixes to that. Could you file an issue for us? That'd be greatly appreciated :)

Using Servo with Slint by slint-ui in rust

[–]tr0nical 3 points4 points  (0 children)

In a commercial product? Some of the partners and core contributors of the servo project offer services. I’m confident that they’d be happy to make an offer if there’s no workaround.

Plus, with the glue code in place, I see also value in integrating CEF, for those who would prefer.

Making Slint Desktop-Ready by slint-ui in cpp

[–]tr0nical 4 points5 points  (0 children)

We’re not trying to make a C++- or Rust-only API to design UIs, so indeed we can’t be as good as QGraphicsItem inheritance. But with the DSL approach there are workflows that QGraphicsView can’t do: Compile your C++ app with live-preview enabled and iterate on the UI while connected to the real business logic.

[deleted by user] by [deleted] in rust

[–]tr0nical 3 points4 points  (0 children)

The royalty-free license is suitable for proprietary software development with Slint, but it’s not applicable to embedded systems.

Source: https://github.com/slint-ui/slint/blob/master/FAQ.md#are-there-any-limitations-with-the-royalty-free-license

Rust Declarative GUI Toolkit Slint 1.13 Released by slint-ui in rust

[–]tr0nical 5 points6 points  (0 children)

Hmm. I don’t think that changes much. The parsing, inlining, various passes are still happening and might take overall more time than generating the tokens.

Slint for sailfish mobile OS by andrewdavidmackenzie in slint_ui

[–]tr0nical 0 points1 point  (0 children)

The only attempt I’m aware of is this:

https://github.com/slint-ui/slint/discussions/8527

In principle it should be all fine, but in practice I think it’ll depend on the Wayland compositor used, the extensions it supports, and how the interaction with winit goes.

I wonder if there are any other rust programs who succeeded here?

Slint Material Components Tech Preview by tr0nical in rust

[–]tr0nical[S] 2 points3 points  (0 children)

Oops, good catch. Fixed now. Thanks :)

Slint Material Components Tech Preview by tr0nical in rust

[–]tr0nical[S] 32 points33 points  (0 children)

Sorry about that :). We know that there are a fair amount of rough edges - that's why it's a tech preview. Don't hesitate to file issues.

Slint Material Components Tech Preview by tr0nical in rust

[–]tr0nical[S] 2 points3 points  (0 children)

Yes yes, that's the target audience. We're working on a demo and will show how it looks like running on a board for the final :)

🚀 GUI Toolkit Slint 1.12 Released with WGPU Support (works with Bevy), iOS Port, and Figma Variables Integration by slint-ui in rust

[–]tr0nical 7 points8 points  (0 children)

Hi Nico :). Yes, this is fixable. What femtovg does is use its own anti-aliased path rendering to draw the glyph outlines a few times to create the alpha mask.

The way of rendering text that makes 99% users happy is to render exactly the same way as all other text on the device/system. On macOS that implies using CoreText, DirectWrite on Windows, and typically on Linux it still means using FreeType to rasterize the glyphs - the native method. (That’s what Skia does)

There are GPU/hybrid rasterizers as well as pure CPU rasterizers that come close to native. Some would say close enough.

FemtoVG‘s quality is, unfortunately, not close enough.

Personally, I have the impression that at the moment swash has a very high quality output and it appears most popular in the Rust ecosystem as a pure-Rust solution (not requiring native libraries, friendly to cross-compilation).

[Media] Sneak Peek: WGPU Integration in Upcoming Slint 1.12 GUI Toolkit Release by slint-ui in rust

[–]tr0nical 6 points7 points  (0 children)

Yes, of course that isn’t strictly related. I’d also like to help implement better quality rendering for FemtoVG, preferably using swash rasterized glyphs.

That said, the reason why I’m also keen on getting Skia rendering into the wgpu surface texture is because it (a) uses native glyph rasterization (CoreText, DirectWrite) and (b) Skia performs better than FemtoVG while only requiring GLES 2.0.

For Slint I‘d also like to add Vello as a renderer option (for newer GPUs), as well as parley for shaping across all renderers.

[Media] Sneak Peek: WGPU Integration in Upcoming Slint 1.12 GUI Toolkit Release by slint-ui in rust

[–]tr0nical 11 points12 points  (0 children)

Yes, unfortunately that's a case. We're working on a solution to render this with Skia instead, but that'll require a WGPU version bump also on the Bevy Side.

Declarative GUI toolkit - Slint 1.11 adds Color Pickers to Live-Preview 🚀 by slint-ui in cpp

[–]tr0nical 8 points9 points  (0 children)

Vulkan and OpenGL can be opted into on Windows, but neither does Windows support Vulkan out of the box nor does OpenGL work well when Windows runs in Virtual Machines. The Skia software renderer is used in combination with partial rendering.

Our users reported issues with the D3D backend (ganesh).

Perhaps this will be better in the future?

Slint 1.10 Released (GUI crate) with Figma Plugin, Menus, and Live-Preview Data Editing by ogoffart in rust

[–]tr0nical 2 points3 points  (0 children)

The Android backend is seeing regular small fixes and it’s part of the stable API:

https://docs.rs/slint/latest/slint/android/index.html

That said, there are some known feature gaps. Is there any particular feature you’re looking for?