Add README for each subcrate

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Héctor Ramón Jiménez 2019-11-20 09:41:04 +01:00
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# `iced_core`
[![Documentation](https://docs.rs/iced_core/badge.svg)][documentation]
[![Crates.io](https://img.shields.io/crates/v/iced_core.svg)](https://crates.io/crates/iced_core)
[![License](https://img.shields.io/crates/l/iced_core.svg)](https://github.com/hecrj/iced/blob/master/LICENSE)
[![project chat](https://img.shields.io/badge/chat-on_zulip-brightgreen.svg)](https://iced.zulipchat.com)
`iced_core` holds basic reusable types of the public API. For instance, basic data types like `Point`, `Rectangle`, `Length`, etc.
This crate is meant to be a starting point for an Iced runtime.
![iced_core](../docs/graphs/core.png)
[documentation]: https://docs.rs/iced_core

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# `iced_native`
[![Documentation](https://docs.rs/iced_native/badge.svg)][documentation]
[![Crates.io](https://img.shields.io/crates/v/iced_native.svg)](https://crates.io/crates/iced_native)
[![License](https://img.shields.io/crates/l/iced_native.svg)](https://github.com/hecrj/iced/blob/master/LICENSE)
[![project chat](https://img.shields.io/badge/chat-on_zulip-brightgreen.svg)](https://iced.zulipchat.com)
`iced_native` takes [`iced_core`] and builds a native runtime on top of it, featuring:
- A custom layout engine, greatly inspired by [`druid`]
- Event handling for all the built-in widgets
- A renderer-agnostic API
To achieve this, it introduces a bunch of reusable interfaces:
- A `Widget` trait, which is used to implement new widgets: from layout requirements to event and drawing logic.
- A bunch of `Renderer` traits, meant to keep the crate renderer-agnostic.
- A `Windowed` trait, leveraging [`raw-window-handle`], which can be implemented by graphical renderers that target _windows_. Window-based shells (like [`iced_winit`]) can use this trait to stay renderer-agnostic.
![iced_native](../docs/graphs/native.png)
[documentation]: https://docs.rs/iced_native
[`iced_core`]: ../core
[`iced_winit`]: ../winit
[`druid`]: https://github.com/xi-editor/druid
[`raw-window-handle`]: https://github.com/rust-windowing/raw-window-handle

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# `iced_web`
[![Documentation](https://docs.rs/iced_web/badge.svg)][documentation]
[![Crates.io](https://img.shields.io/crates/v/iced_web.svg)](https://crates.io/crates/iced_web)
[![License](https://img.shields.io/crates/l/iced_web.svg)](https://github.com/hecrj/iced/blob/master/LICENSE)
[![project chat](https://img.shields.io/badge/chat-on_zulip-brightgreen.svg)](https://iced.zulipchat.com)
`iced_web` takes [`iced_core`] and builds a WebAssembly runtime on top. It achieves this by introducing a `Widget` trait that can be used to produce VDOM nodes.
The crate is currently a __very experimental__, simple abstraction layer over [`dodrio`].
![iced_core](../docs/graphs/web.png)
[documentation]: https://docs.rs/iced_web
[`iced_core`]: ../core
[`dodrio`]: https://github.com/fitzgen/dodrio

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# `iced_wgpu`
[![Documentation](https://docs.rs/iced_wgpu/badge.svg)][documentation]
[![Crates.io](https://img.shields.io/crates/v/iced_wgpu.svg)](https://crates.io/crates/iced_wgpu)
[![License](https://img.shields.io/crates/l/iced_wgpu.svg)](https://github.com/hecrj/iced/blob/master/LICENSE)
[![project chat](https://img.shields.io/badge/chat-on_zulip-brightgreen.svg)](https://iced.zulipchat.com)
`iced_wgpu` is a [`wgpu`] renderer for [`iced_native`]. For now, it is the default renderer of Iced in native platforms.
[`wgpu`] supports most modern graphics backends: Vulkan, Metal, DX11, and DX12 (OpenGL and WebGL are still WIP). Additionally, it will support the incoming [WebGPU API].
Currently, `iced_wgpu` supports the following primitives:
- Text, which is rendered using [`wgpu_glyph`]. No shaping at all.
- Quads or rectangles, with rounded borders and a solid background color.
- Images, lazily loaded from the filesystem.
- Clip areas, useful to implement scrollables or hide overflowing content.
![iced_wgpu](../docs/graphs/wgpu.png)
[documentation]: https://docs.rs/iced_wgpu
[`iced_native`]: ../native
[`wgpu`]: https://github.com/gfx-rs/wgpu-rs
[WebGPU API]: https://gpuweb.github.io/gpuweb/
[`wgpu_glyph`]: https://github.com/hecrj/wgpu_glyph
## Current limitations
The current implementation is quite naive, it uses:
- A different pipeline/shader for each primitive
- A very simplistic layer model: every `Clip` primitive will generate new layers
- _Many_ render passes instead of preparing everything upfront
- A glyph cache that is trimmed incorrectly when there are multiple layers (a [`glyph_brush`] limitation)
Some of these issues are already being worked on! If you want to help, [get in touch!]
[get in touch!]: ../CONTRIBUTING.md
[`glyph_brush`]: https://github.com/alexheretic/glyph-brush

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# `iced_winit`
[![Documentation](https://docs.rs/iced_winit/badge.svg)][documentation]
[![Crates.io](https://img.shields.io/crates/v/iced_winit.svg)](https://crates.io/crates/iced_winit)
[![License](https://img.shields.io/crates/l/iced_winit.svg)](https://github.com/hecrj/iced/blob/master/LICENSE)
[![project chat](https://img.shields.io/badge/chat-on_zulip-brightgreen.svg)](https://iced.zulipchat.com)
`iced_winit` offers some convenient abstractions on top of [`iced_native`] to quickstart development when using [`winit`].
It exposes a renderer-agnostic `Application` trait that can be implemented and then run with a simple call. The use of this trait is optional. A `conversion` module is provided for users that decide to implement a custom event loop.
![iced_winit](../docs/graphs/winit.png)
[documentation]: https://docs.rs/iced_winit
[`iced_native`]: ../native
[`winit`]: https://github.com/rust-windowing/winit