All styles are pulled into Rust as 'values' before used, by these names like live_shader!(cx, self::myshader) and all values are also programmatically available with the slightly more verbose Rust syntax.
This way of doing styles allow for a live editor to add timelines with animations, multiple shaders, effectflows, all without a recompile. But not application logic. I will guard that border lest it become actionscript. Cough.
Essentially i have reinvented win32 RESOURCE FILES. Except they are contained in the sourcecode.
HDIALOG called, it wants its DSL back.
In some sense when you go to Rust and redo everything you have to take different paths to where we already have been with C++, because otherwise you'll end up in the same place.
So this time, it's resources, IN rust code, that are hotpatchable by an IDE, and that follow the Rust module-namespace semantics.
And also their names are compile-time hashable to u64's and collisions are guarded at startup time. Which means the hashlookups of these style things is about as cheap as can be.
In ye olde win32 these would be the 'header' file associated with those resource files, and you'd eternally be managing that list of BTN_BLA id's. Now thats hashed.
I'm still on the fence about a dialog designer though. I don't really see how i can make that work with the immediate mode flow. Maybe that thing will need to really generate piles of Rust code instead.
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