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Releases: Swir/Swirui

SwirUI 0.1.0b1 — Windows desktop beta

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@Swir Swir released this 17 Oct 05:33
bd28d7c

SwirUI 0.1.0b1 is the Windows desktop beta for building your own Python applications with native controls, custom themes and GPU materials.

Install and launch

Supported desktop configuration: Windows x64, 64-bit CPython 3.11–3.14, and a working wgpu-compatible graphics driver. The native wheel includes the Rust core; no compiler or repository checkout is needed.

py -3.13 -m venv .venv
.venv\Scripts\python -m pip install --only-binary=:all: swirui==0.1.0b1
.venv\Scripts\python -m swirui doctor
.venv\Scripts\python -m swirui demo

The pinned version selects this beta. Publication succeeded: the native Windows wheel, portable Python wheel and source archive are available on PyPI and attached below. All three PyPI file hashes match the GitHub release assets; PyPI also contains the updated README.

What is included

  • Retained core and professional widgets, responsive layouts, reactive state and animations.
  • Nine appearance presets, inherited/runtime themes, custom JSON theme packages and Windows appearance synchronization.
  • Glass, acrylic, shadows, glow and decorative perspective layers, with editable foreground controls.
  • Improved text editing, selection, keyboard focus and Windows text clipboard support.
  • An installed demo with dark/light appearance and material controls; doctor diagnostics and a real-render demo --smoke-test.
  • A complete first-application example in the README, plus custom material themes.

Qualification

The release workflow completed successfully for tag v0.1.0b1 at commit bd28d7c8c7b25d1cc8f0f84483f0f7f1b447d41c. All nine jobs passed, including Ruff, mypy and pytest on Python 3.11–3.14, Windows Rust tests, cross-distribution source checks, Trusted Publishing and release-asset upload. The full installed Windows-wheel suite recorded 1237 passed / 11 skipped, with no failures or errors. A separate clean environment rendered the packaged demo outside the checkout on the CI runner's DX12 adapter.

After publication, a fresh Windows x64 / CPython 3.13 environment installed the native wheel directly from PyPI with its SHA256 verified. Diagnostics passed, the documented application rendered and its input/button callback worked, and the packaged demo rendered on AMD Radeon(TM) Graphics / dx12. These are measured results, not a universal hardware guarantee.

Beta boundaries

This is a bounded Windows desktop beta; the full roadmap remains 68%. Linux/X11 and macOS/Cocoa have native window smoke coverage, but desktop GPU presentation on those systems and Wayland are outside this release. The portable wheel supports Python models and tooling.

Perspective layers are decoration, not a general 3D viewport. Full visual Studio, PdfViewer, WebView, OS screen-reader integration, IME, touch/pen and complete internationalization are unfinished. Markdown roadmap closeout remains tracked separately in PR #189. APIs may change during beta.

See the beta scope and changelog. Report bugs with python -m swirui doctor --json, a minimal program and reproduction steps. Diagnostics check installation; the demo smoke test checks actual rendering.

SwirUI v0.1.0a1

SwirUI v0.1.0a1 Pre-release
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@github-actions github-actions released this 23 Sep 16:30
e8b11ec

What's Changed

  • feat: add logical-DIP HiDPI rendering contract by @Swir in #3
  • perf(renderer): deduplicate persistent image uploads by @Swir in #4
  • GPU image cache: deduplicate identical resources across logical IDs by @Swir in #5
  • GPU paths: add filled convex and concave Path2D rendering by @Swir in #7
  • Path2D: validate simple polygons and cache tessellation by @Swir in #9
  • Docs: record verified GPU path and resource-cache milestones by @Swir in #10
  • Harden Win32 client-area sizing and add integrated 0.2 gate by @Swir in #11
  • Add retained runtime performance budgets and regression guardrails by @Swir in #12
  • Add backend-neutral accessibility semantics foundation by @Swir in #13
  • Prune guaranteed SceneGraph hit-test misses before z sorting by @Swir in #14
  • Record verified performance and accessibility hardening progress by @Swir in #15
  • Add preventable keyboard focus traversal by @Swir in #16
  • Add direct Linux X11 native backend by @Swir in #17
  • Add direct macOS Cocoa native backend by @Swir in #18
  • Add GPU-backed linear gradient primitives by @Swir in #19
  • Add retained GPU radial gradient primitives by @Swir in #20
  • Add retained GPU mesh gradient primitives by @Swir in #21
  • Add retained GPU drop-shadow effect foundation by @Swir in #22
  • Add dynamic GPU shadows and retained glow effects by @Swir in #23
  • Adapt retained visual effects to VisualQuality by @Swir in #24
  • Add persistent offscreen GPU presentation foundation by @Swir in #25
  • Add persistent separable GPU scene blur by @Swir in #26
  • Add retained source bloom effect by @Swir in #27
  • Add painter-order GPU backdrop blur by @Swir in #28
  • Add retained frosted-glass and acrylic materials by @Swir in #29
  • Document verified backdrop and glass milestones by @Swir in #30
  • Add deterministic retained noise effect by @Swir in #31
  • Add retained adaptive surface lighting by @Swir in #32
  • Document verified noise and adaptive lighting milestones by @Swir in #33
  • Add retained depth, parallax and reflections by @Swir in #34
  • Add native GPU color-matrix filters by @Swir in #35
  • Add bounded retained-effect cache by @Swir in #36
  • Document verified GPU color-filter milestone by @Swir in #37
  • Add runtime adaptive visual-quality controller by @Swir in #38
  • Document verified adaptive visual-quality milestone by @Swir in #39
  • Cache prepared backdrop renderer payloads by @Swir in #40
  • Cache retained backdrop frames in the native GPU context by @Swir in #41
  • Bound retained effect cache by retained-node cost by @Swir in #42
  • Add safe custom shader effect validation contract by @Swir in #43
  • Execute validated custom WGSL effects on the persistent GPU renderer by @Swir in #44
  • Stabilize custom shader runtime gate and complete 0.3 docs by @Swir in #45
  • Add retained core widgets and component SceneGraph bridge by @Swir in #46
  • Add retained editable text inputs by @Swir in #49
  • Add retained checkbox radio and switch controls by @Swir in #50
  • Add retained slider and progress controls by @Swir in #52
  • Document verified 0.4 core widget progress by @Swir in #53
  • Add retained badge, tooltip and surface widgets by @Swir in #54
  • Document verified 0.4 surfaces and add SWIR progress SVGs by @Swir in #56
  • Add retained Expander and Accordion widgets by @Swir in #57
  • Add retained ScrollView viewport runtime by @Swir in #58
  • Synchronize verified 0.4 widget progress to 53% by @Swir in #60
  • Add retained SplitView core widget by @Swir in #61
  • Synchronize SplitView progress and harden Windows frame timing by @Swir in #62
  • Complete 0.4 retained overlay surfaces by @Swir in #66
  • Start 0.5 retained layout engine by @Swir in #67
  • Add advanced 0.5 retained layouts by @Swir in #69
  • Record verified advanced 0.5 layout progress by @Swir in #70
  • Add content-aware intrinsic sizing foundation by @Swir in #71
  • Add responsive breakpoint layout system by @Swir in #72
  • Add adaptive navigation layout by @Swir in #74
  • Add responsive dynamic typography scope by @Swir in #76
  • Optimize retained layout invalidation by @Swir in #75
  • Complete 0.5 layout engine DPI spacing gate by @Swir in #78
  • Build the first production reactive-runtime package by @Swir in #79
  • Record verified reactive runtime scope and enforce SVG-only status UI by @Swir in #80
  • Add async and persistent reactive state by @Swir in #81
  • Complete reactive lifecycle and minimal-update scheduling by @Swir in #83
  • Add frame-rate-independent animation foundation by @Swir in #84
  • Add frame-independent physics animation runtime by @Swir in #87
  • Synchronize reactive and animation roadmap status by @Swir in #88
  • Add deterministic retained particle animation by @Swir in #89
  • Add event-driven hover press and focus animations by @Swir in #90
  • Stabilize Win32 interaction smoke and add blur/glow transitions by @Swir in #92
  • Add spring-driven magnetic interactions by @Swir in #94
  • Synchronize verified 0.7 animation roadmap by @Swir in #95
  • Add retained page transitions by @Swir in #96
  • Add retained shared-element transitions by @Swir in #97
  • Add retained fade, slide and visual-scale transitions by @Swir in #99
  • Add retained morph, flip and reveal transitions by @Swir in #100
  • Add deterministic keyframe animation runtime by @Swir in #101
  • Add deterministic delay and repeat animation timelines by @Swir in #102
  • Harden Win32 interaction smoke setup by @Swir in #103
  • Add affine rotation foundation for retained scenes by @Swir in #104
  • Compose hierarchical affine hit testing by @Swir in #105
  • Tighten retained hit-test hot path by @Swir in #106
  • Prepare transform-aware affine compositor traversal by @Swir in #107
  • Add native affine transform contract by @Swir in #108
  • Stabilize magnetic smoke and advance affine rendering by @Swir in #109
  • Expand native affine verification gate by @Swir in #110
  • Render retained affine Path2D transforms in native wgpu by @Swir in #111
  • Render retained affine rounded rectangles on GPU by @Swir in #112
  • Render retained affine images on the native GPU path by @Swir in #113
  • Support retained uniform-scale shaped text in affine scenes by @Swir in #114
  • Add exact rotated and sheared clipping for affine geometry by @Swir in #115
  • Add exact rotated and sheared clipping for affine images by @Swir in #116
  • Add retained RotateTransition with native Win32 affine gate by @Swir in #117
  • Render arbitrary-affine shaped text through cached native rasters by @Swir in #118
  • Close verified 0.7 Animation Engine milestone by @Swir in #119
  • Add virtualized retained DataGrid foundation by @Swir in https://...
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