$ show iced-rs/iced
Iced is a cross-platform GUI framework for Rust, inspired by the Elm architecture. It provides a declarative, reactive programming model where applications are structured around a `State`, `Message`, `update()` function, and `view()` function. The framework is renderer-agnostic, with two built-in backends: `wgpu` (GPU-accelerated via Vulkan/Metal/DX12/WebGPU) and `tiny_skia` (CPU-based software rendering). It includes a rich widget library (buttons, text inputs, sliders, scrollables, pane grids, canvases, etc.), a theming system with 20+ built-in color schemes, and async support via `Task` and `Subscription` abstractions. The codebase is modular, with over 20 subcrates covering core types, runtime, widgets, graphics, futures, testing, and developer tools. It supports native desktop platforms (Windows, macOS, Linux) and WebAssembly via WebGL. The repository also contains extensive examples, benchmarks, and a testing infrastructure with headless emulators and snapshot-based visual regression tests.
The LLM identified 5 files worth highlighting for reuse:
Defines the `Editor` trait with actions, motions, selection management, cursor blink, and input method support. Provides a reusable abstraction for any text input widget, decoupled from rendering. Demonstrates non-obvious skill in handling complex text editing state (undo/redo, selection caching, IME integration).
Implements the state machine for a tiling window manager widget (PaneGrid). Handles split, resize, swap, maximize, close, and drag-and-drop operations with a binary-split tree structure. The state management is intricate and self-contained, making it a reusable pattern for complex interactive layouts.
Provides a `Cache` with grouping for efficient redrawing of 2D geometry. Allows batching of cache entries and selective invalidation. This pattern is reusable for any incremental rendering system (e.g., canvas, charts) and demonstrates non-obvious optimization for frame-to-frame coherence.
Implements a custom allocator for packing textures into a GPU atlas. Uses a shelf-based algorithm to minimize fragmentation and support dynamic allocation/deallocation. This is a non-trivial data structure that can be extracted for any GPU texture batching system.
Manages the lifecycle of subscriptions in the Iced runtime. Tracks active subscriptions by unique IDs, handles addition/removal, and ensures proper cleanup. This pattern is reusable for any event-driven system that needs to manage dynamic subscriptions (e.g., WebSocket connections, sensor streams).