Experimental 2D UI + 3D Game Engine
NOTE: our code is not exception-safe or exception-tolerant
Lean, Simple, Readable, Flexible, Minimum Possible Edge Cases
Widgets here are minute state machines
public vlk headers should be in the include and must be one per module???? otherwise provide separate subdirectories for public exposed? and make them under a subdirecotry of the name
i.e. vlk/async/include/async/async_logger.h
private: vlk/async/include
Power of lambdas
trivial types? leave copy and move constructors non-trivial. disable copy but write move constructors. copying is usually a byte-level semantic not so unique
Features and Flexibility beat complexity
NOTE: this is more of a C++/C hybrid. C with C++ abstraction and resource cleanup
[] Widget System [] Plugin System (Subsystems) [] Compositing (Tiled Rendering) [] Async Clipboard [] Async Runtime [] Asset Loading & Management [] Drag & Drop [] Accessibility [] Keyboard Input [] Mouse Input [] Pointer Input [] Combo Boxes [] Dropdown Menus [] Gesture Input [] Animations (Tweens) [] Text (UTF-8, UTF-16, UTF-32) [] System & File Fonts [] Scroll Preferences [] Keyboard Shortcuts [] High-DPI Support [] Resource Management & Error Reporting
Control over performance and predictability
(add bobby angular dev tweet on iMGUI table/tree here) Retained mode, you give the UI the description of your UI, the state it wants to observe and how it'd react to them giving the system a much better chance at optimizing the UI
Immediate Mode similar to deferred mode, except instead of a graph, you process your draw calls into a draw list and the draw list is updated on every frame. layout is calculated on every frame as the UI unware of the state change and doesn't have enough information about them. for medium-sized apps, immediately rendered UI will often render faster than retained mode, but it won't scale to millions of widgets or draw items, and the scalability is the PoC. You'd end up writing code to manage state and monitor information as your app grows anyway.