* Fix rendering, gradient, sampling, etc issues on older GPUs * Fix bug in `box_y` sdf function, which caused gradients to be split into two bands incorrectly. Mostly a problem on lower-res screens. * Use per-texture filtering instead of GL sampler objects on Linux, especially for Mesa drivers that ignore min filter samplers. This should help prevent blocky/pixellated things like emoji/avatars * Improve rendering sharpness on low-DPI screens (icons, emoji, images) On 1.0-DPI screens, emoji/SVG-icons/avatars were minified without adequate sampling and SVG AA was sub-pixel, producing blocky/aliased output. This reworks each path and adds optional full-window SSAA. SVG icons (device-aware AA + round caps): - draw_svg.rs/draw_vector.rs/render.rs: size the fill & stroke AA fringe and the curve-flatten tolerance in DEVICE pixels (≈constant regardless of icon size), so edges resolve via the analytic d/fwidth coverage and curves stay smooth at any scale; re-tessellate on scale change. - triangulate.rs: thread the flatten tolerance through path fill/stroke. - tessellate.rs: emit round caps as a solid disc (u=0.5) instead of a radial fade that collapsed to a square at small sizes. - widgets/icon.rs: don't clip the Icon to its Fit bounds, so round caps that extend past the box render fully instead of being sheared. Emoji: - glyph_raster_image.rs/rasterizer.rs: rasterize color emoji near the on-screen size with an alpha-weighted box downscale (geometric-mean scale factor) instead of the font's native PNG strike. Images / avatars (mipmaps): - image_cache.rs/texture.rs/draw_list.rs/lib.rs: optionally emit a CPU mipmap chain (VecMipBGRAu8_32) for non-animated images so minified avatars/thumbnails sample cleanly. Env-gated MAKEPAD_IMAGE_MIPMAPS; default on for GL on Linux. - metal.rs: real per-level mip upload. d3d11.rs/vulkan.rs/web_gl.rs: safe single-level fallback (no crash; real mips TODO). Full-window supersampling (optional): - window.rs: render the whole UI into an offscreen target at MAKEPAD_SUPERSAMPLE× device resolution and downscale-resolve into the window. Default 2×, env-tunable, 1× disables. Modeled on the existing GaussStack render-to-texture path. * don't unconditionally enable supersampling SSAA of 2x by default it's too expensive and too slow for most older devices * cleanup, reduce comment verbosity * improve SVG anti aliasing * Windows: fix laggy/juddery scroll performance - Pace the render loop to the display refresh using a DXGI frame-latency waitable object and present with vsync, replacing the free-spinning, uncapped Poll loop that caused uneven scroll cadence. - Coalesce consecutive WM_MOUSEMOVE messages and paint once per loop pass to stop the judder when moving the mouse during fling deceleration. - Cache get_dpi_factor() and the WM_NCHITTEST WindowDragQuery result to avoid per-mouse-move GetDeviceCaps syscalls and widget-tree hit-tests. - Throttle XInput/DirectInput polling of empty/disconnected controller slots, which was stalling the UI thread. - Rework the momentum fling to a native exponential model with a frame-interval EMA, and stop the tail auto-scroll from fighting an active fling/drag. - D3D11: update the glyph atlas and image textures in place via UpdateSubresource instead of recreating them on every change, and spread D3D11 shader-object creation across frames. - Slug atlas: only force a full re-layout on a width change; append rows on height growth. * Windows: correctness fixes from review (off the scroll hot path) - d3d11: close the DXGI frame-latency waitable HANDLE in Drop (it was leaked once per main-window lifecycle and the field comment was wrong); keep popup swap chains at frame-latency 1; track the waitable-swapchain flag for ResizeBuffers instead of inferring it from the handle; present without the vsync interval during a live resize. - windows.rs: poll game input on the idle signal tick so a gamepad button can be serviced while the app is otherwise idle. - win32_window / window: invalidate the WM_NCHITTEST / WindowDragQuery caches on window move and on a caption relayout, with a generation counter guarding against a reentrant invalidation being clobbered. - windows_game_input: detect a controller already plugged in at launch via a one-shot full scan on the first poll, probe slot 0 (Player 1) first, and offset the DirectInput enumeration so it never stacks with the XInput probe. - comment/doc corrections. * Image cache: accept any Arc<D: AsRef<[u8]> + ?Sized> for async image data The load_image_from_data_async family required Arc<Vec<u8>>, forcing callers that already hold the bytes as Arc<[u8]> (e.g. a content-addressed media cache) to copy the whole buffer via .to_vec() just to satisfy the type. Generalize the data parameter to Arc<D> where D: AsRef<[u8]> + ?Sized, so those callers can pass their existing Arc by refcount-clone with no byte copy. The decode path only ever borrowed the bytes (&[u8]), so this is purely a signature relaxation; existing Arc<Vec<u8>> callers are unaffected (D = Vec<u8>). * Linux: GL glyph-atlas in-place texture update + X11/Wayland mouse-move coalescing * Scroll: unified fling model + native trackpad momentum deceleration Share one kinetic-scroll model between PortalList and ScrollBar (and thus ScrollXView/ScrollYView/ScrollXYView) via a new widgets/src/scroll_motion.rs: - Touch-drag flicks use an iOS-style exponential self-decay, frame-rate independent via a per-frame integrator with dt smoothing. - Trackpad scrolling applies the OS momentum directly while fast (responsive, full native speed), then hands off to a gentler self-decaying tail once it slows past a threshold, so the deceleration is longer and smoother than the OS's short, choppy tail. Handoff is seeded at the current speed for a continuous transition; the seed is clamped against degenerate event timing. - Add ScrollPhase to scroll events, mapped from NSEventPhase/momentumPhase on macOS and wl_pointer AxisStop on Wayland; None elsewhere (wheels/X11/Windows behave as before). MAKEPAD_RAW_TRACKPAD_MOMENTUM=1 bypasses the smoothed tail. - A press catches an in-progress fling (stops the scroll, consumes the press so it doesn't also activate a child), matching iOS/Android/macOS. * Shader codegen: prefix Metal/WGSL locals to avoid reserved-word collisions The Metal/WGSL backends emitted user-declared shader locals verbatim, so a local named after a reserved type keyword (e.g. `half`) produced invalid shader source and failed to compile at runtime. Prefix them with `l_` like the HLSL/GLSL backends already do. * TextFlow: don't panic on unbalanced HTML close tags end_code/end_quote unwrapped the area stack, so a stray `</pre>` or `</blockquote>` in untrusted content (e.g. a chat message) panicked. Return early instead, and drop a vestigial per-list-item area-stack push that leaked an entry and could hand a stray close tag the wrong block's area. * Scroll: expose fling decel, handoff threshold, & tail-decel as `#[live]` fields This allows app devs to override the scroll feel per-widget in the DSL, or globally by overriding the base widget's defaults — verified that a DSL override takes effect. * Windows: fix frame pacing, paste crash, and wheel input backlog - Wait on the frame-latency waitable right before each window's vsync present instead of on every Paint, so input no longer stalls behind waits that have no matching present. Drain leftover credits after a live resize. - Pasting when the clipboard has no text no longer panics. - The poll loop now handles up to 32 messages (2 ms) per frame and merges consecutive mouse-wheel messages, so fast wheels can't build a backlog that keeps scrolling after the gesture ends. Sleep 1 ms when a frame presents nothing so animation polling doesn't spin a core. * Image: don't build unused mip chains; fix stale images in recycled widgets - Only build the CPU mip chain when a backend actually uploads it (Metal, behind its env var), and build it on the decode thread instead of the UI thread. Linux GL still gets its mipmaps via glGenerateMipmap and now retains less CPU memory per image. - Recycled Image widgets no longer show the previous item's image or apply an old decode result. Placeholder textures set via set_texture (like blurhashes) stay visible while the real image decodes, and a failed load clears the widget instead of leaving old content up. * Widgets: avoid needless caption redraws; cheaper PortalList height tracking - Label::set_text does nothing when the text hasn't changed, and the window caption title is only synced when it actually changes, so mouse moves and animation ticks no longer redraw the whole window every event. The caption centering padding requests its own redraw now. - PortalList records item heights only when new or changed, and only re-applies the default height after it drifts by half a pixel, so big lists don't walk every unmeasured item on every scroll frame. * Text: cache layouts of long texts; stop cloning glyph outlines every frame - The layout cache now accepts texts of any length (long messages and code blocks used to re-layout on every scroll frame). It is a real LRU with a byte budget on top of the entry cap, and texts drawn in the current frame are never evicted, so one heavy frame can't thrash the cache into a permanent miss cycle. The shaper cache is LRU now too. - Glyph outlines are shared via Rc, so drawing a cached glyph no longer copies its command list, and outline complexity is computed once when the outline is built instead of every frame. * Html: fix stale links/spans in recycled widgets and <details> renumbering - set_text only rebuilds when the content actually changed, so a recycled link can't open the previous message's URL, and re-setting identical content keeps the user's <details> open/closed state. - Custom widgets and <details> are keyed by their node index instead of a visit-order counter, so toggling a collapsed <details> can't renumber the widgets after it and rebind them to the wrong nodes. item_with_scope also recreates its widget when the template changes. * Linux: fixed-distance wheel scrolling; Wayland frame-callback pacing - Wheel scrolling moves a fixed 60 px per detent on X11 and Wayland instead of a timing-based guess that flipped between 12 px and 240 px depending on how events batched. Wayland reads real detent counts via AxisValue120 (wl_seat v9, with AxisDiscrete as the older fallback) and maps keymaps MAP_PRIVATE as v7+ requires. Touchpads are unchanged. - Wayland frames are paced with wl_surface frame callbacks and swap interval 0, so redrawing a hidden or minimized window can no longer hang the whole app inside eglSwapBuffers (compositors withhold frame callbacks for hidden windows). Windows with a callback in flight skip presenting and stay dirty; X11 keeps vsync exactly as before. * Text: bigger layout cache budget, reclaimed at the end of each frame A maximal ~60 KB message lays out to roughly 4 MB of glyphs, so the 4 MB budget couldn't hold even one alongside a normal screen. Raise it to 16 MB, and run eviction at the end of every frame so memory over the budget is freed one frame after its content leaves the screen, instead of lingering until some later layout happens to insert a new entry. * Fix oversized uniform slices: the array lengths were in bytes, not f32 elements * Wayland: flush buffered mouse motion before scroll events, and drop motion for closed windows * GL: fall back to non-mipmapped filtering when glGenerateMipmap fails on strict GLES3 drivers * Text: bucket emoji raster scales so zooming reuses atlas slots instead of re-decoding every step * Image: add has_content() and record texture provenance on cache-hit loads too * Scroll: native trackpad momentum, Chrome-model bounce; presses catch motion, never click children * Dock: redraw the newly selected tab immediately when the active tab is closed * Html: standard link colors with pressed precedence; skip re-parsing unchanged text; color setters * Image: don't redraw on cache-hit loads of the already-bound image (per-draw reloaders looped forever) * Scroll: log macOS momentum-end phase bits to check Cancelled (touch-cut) vs Ended (natural fade) * Scroll: momentum state machine; flicks survive pagination; edge sentinels & once-per-frame actions * Scroll: remove the MAKEPAD_SCROLL_DEBUG diagnostics * Scroll: time-based fling velocity window; pointer fan-out guard; parked flings survive pagination * PortalList: optional reached-start/end margins (Some(0) default); repositioning re-announces the edges * Linux/Wayland: honor UI zoom across window resizes; scale caption bar with zoom Keep the wayland-side window geom in native units so the zoomed dpi isn't read back as "native" on the next Configure — UI zoom no longer resets or flickers on maximize/tile. Also let the caption bar height scale with the zoom (pin to native only on macOS, where the buttons are OS traffic lights). * Windows: D3D11 fixes for drawlist mgmt trying to help with the `new_batch` bugs * draw_list.rs — `set_zbias` now returns whether it changed * d3d11.rs — uploads draw_call_uniforms on the given condition: `uniforms_dirty || zbias_changed || buffer.is_none()` and the zbias advance is hoisted above the early-continues * Scroll: hard flicks carry farther and boost on re-flick; iOS-style touch rubber band with per-edge bounce gating; Android fling spline behind a flag * Splitter: redraw both pane subtrees on drag; cached views keep fresh fixed sizes in the dirty check * iOS: re-deliver window-geometry changes dropped by re-entrant UIKit callbacks; Init only ever from the first draw * final cleanup fixes. Ensure all examples, experiments, `studio` all work * Image: skip re-parsing an SVG that is already shown, keyed on the caller's shared bytes * CachedView: fix upside-down offscreen texture on GL/GL-ES GL/GL-ES store offscreen FBOs bottom-up, unlike Metal/D3D/WGSL. The DSL->script-shader migration switched the CachedView composite to plain .sample() (non-flipping sample2d on GL), so cached views rendered vertically mirrored on GL/GL-ES; Metal was fine on macOS. Add a `sample_rt` script sampler (emits the V-flipping sample2d_rt on GLSL, plain no-flip sample elsewhere) and use it in the CachedView and CachedRoundedView composites. * Fix `AdaptiveView::redraw()` to actually do something |
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| .. | ||
| src | ||
| Cargo.toml | ||
| license-apache-2.0 | ||
| license-mit | ||
| readme.md | ||
| rustfmt.toml | ||
Rust for Windows
The windows and windows-sys crates let you call any Windows API past, present, and future using code generated on the fly directly from the metadata describing the API and right into your Rust package where you can call them as if they were just another Rust module. The Rust language projection follows in the tradition established by C++/WinRT of building language projections for Windows using standard languages and compilers, providing a natural and idiomatic way for Rust developers to call Windows APIs.
Start by adding the following to your Cargo.toml file:
[dependencies.windows]
version = ">=0.59, <=0.62"
features = [
"Data_Xml_Dom",
"Win32_Security",
"Win32_System_Threading",
"Win32_UI_WindowsAndMessaging",
]
Using a range instead of the default Caret requirements helps avoid duplicate versions in downstream graphs and improves resolver flexibility.
Make use of any Windows APIs as needed:
use windows::{
core::*, Data::Xml::Dom::*, Win32::Foundation::*, Win32::System::Threading::*,
Win32::UI::WindowsAndMessaging::*,
};
fn main() -> Result<()> {
let doc = XmlDocument::new()?;
doc.LoadXml(h!("<html>hello world</html>"))?;
let root = doc.DocumentElement()?;
assert!(root.NodeName()? == "html");
assert!(root.InnerText()? == "hello world");
unsafe {
let event = CreateEventW(None, true, false, None)?;
SetEvent(event)?;
WaitForSingleObject(event, 0);
CloseHandle(event)?;
MessageBoxA(None, s!("Ansi"), s!("Caption"), MB_OK);
MessageBoxW(None, w!("Wide"), w!("Caption"), MB_OK);
}
Ok(())
}