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My next bit of feedback: the widget macros are really nicely integrated with the IDE through Rust Analyzer! I was able to rename my widgets or ctrl-click the names to jump between widgets! That was pretty surprising and very convenient. |
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In the README you have:
I'm considering integrated this with Bevy which actually uses an ECS which makes me wonder whether or not we could make a prop storage interface trait of some sort that could be used to actually store and access the props. Not sure if this actually makes any sense or not because I haven't gotten deep enough into the design or how it would interact with an external ECS yet. |
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oh boy, today i've found out that this repository does have discussion board :O |
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Hey there, I'm just looking into Raui as a possible UI solution for my game framework and I figured I'd share my thoughts on it as I looked around. 🙂
My first thought is that the syntax for the widget units are a little confusing. I feel like the use of the
{{{
is something that doesn't stick out to me as being an intentional way to create a different meaning than a single{
. Like I felt the need to go look at the example code to make sure that that was indeed what distinguished a widget unit from a normal widget.Maybe using a different macro name like
widget_unit!
?Depending on how long I stick with Raui you'll probalby be getting more feedback from me, but that's it for now. 👍 It's looking pretty neat so far!
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