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crochet's Issues

Hook in responsive localization early

I understand why localization is always treated as an afterthought and every time a new approach to GUI comes up it comes with some version of:

Label::new(format!("current count: {}", self.count)).build(cx);

but I'm here to argue that this is both a bad paradigm and that the reason it doesn't get fixed is that once the GUI toolkit is mature enough to actually tackle the problem, there's too much sunk cost in this model to revisit it.

So I'd like to suggest you actually tackle it early :)

First, translation is not a string that one plasters onto a widget. It's a binding. Bind your widget to a localization unit.

In 20-years-ago command line textual apps, you could get away with such glorified printf, but that model very badly translates onto UI trees.
UI element may be nested, have some internal structure, it's value may have markup and structure (think, <strong>, <sup>, <span> in HTML inside a string), it may have attributes, both textual (button's accesskey or tooltip) but also non-textual (color may be culturally dependent, icon associated with a button may be different for some locales, like rewind back/fwd in RTL cultures or some emojis in Japanese culture) and so on.

So instead of thinking of localization as a printf into a String, we should start talking about a compound object with multiple elements inside it - a Label or a Button or a Menuitem, and a compound localization unit that contains information needed so that those two combined can be laid out and painted on the screen.

Second, in reactive UI, retranslate every time the variable changes, or the locale changes (or the locale resources get updated!) during life cycle of the app.

Those two concepts work together really well - if you annotated by binding, you can just walk your UI Tree and retranslate at will using different localization resources whenever needed. You can cache the result, invalidate that cache and so on, without any overhead on the developer.
You can localize asynchronously (think, you localize into fr-CA but midway through the localization stage you realize that some button cannot be localized and you want to fallback on fr resources, asynchronously load them and have the button be in fr as a fallback). You can do it because the localization pass is not related to how developer annotates the element with localization unit.

How would it look like?

In HTML we do:

l10n.res
key1 = You have { $emailCount } unread emails.
    .accesskey = K
    .tooltip = Number of unread emails

file.html
<label l10n-id="key1" l10n-args="{emailCount: 5}"/>

I think you can do better here. Maybe:

let mut label = Label::new();
label.l10n.args.set("emailCount", 5);
label.l10n.id = "key1";
label.build(cx);

There are deep consequences to that change in three directions:

  1. how you think about UI, ergonomics, developer UX
  2. how you think about DOM, layout, painting, invalidation, reactiveness etc.
  3. how you think about locale management, live language switching and updating etc.

I can dive in all three of them, but I just wanted to start by suggesting shifting the approach to string injections early.

You can also treat an element as either controlled by l10n or manually:

let mut label = Label::new();
// Either
label.content = Content::Manual {
  value: "Static Value with { $emailCount }",
  attributes: {
    "accesskey": "C",
    "tooltip": "Foo"
  },
  args: args!(
    "emailCount": 5
  )
};
// Or
label.content = Content::L10n {
  id: "key1",
  args: l10n_args!(
    "emailCount": 5
  )
};

label.build(cx);

This is actually fairly common in my experience of working with Fluent. An example is when there's a menuitem that either takes a value from some database (say, credit card name) or displays a localized message "Unknown Type".

In such case we want to write:

cc-name-unknown = Unknown Credit Card
    .accesskey = U
    .tooltip  = The type of a credit card could not be recognized
    .icon = @icon-cc-unknown
menuitem.content = if let Some((name, accesskey, description)) = credit_card.get_label_info() {
     Content::Manual {
           value: name,
           attributes: {
               "accesskey": accesskey,
               "tooltip": description,
               "icon": format!("@icon-cc-{}", name),
           }
     }
} else {
    Content::L10n {
          id: "cc-name-unknown",
    }
}; 

This Rust code can be called every time menuitem list has to be rebuilt, but a function that updates translations is independent from it and can run on a different scheduler and react to different events, and be asynchronously loading resources blocking layout/paint, but not blocking this function.

async example is broken.

I just copy-pasted the async example into a new project and it seems to be broken. It spams

ERROR [crochet::widget::single] Single-child widget was created with 3 children.

on stdout and only displays the label current count: 0.

Avoiding lambdas with capture

Hi Raph! Great work!

At my work we use a custom language which does not support captures in lambdas. Instead we have simple definitions of semantic macros.

Reading the counter.rs source therefore had me wonder... how about an alternative API using begin/end calls instead? I assume the main reason for callbacks is safety: not missing a matching end call.

Matching begin/end using Rust macros might provide increased confusion in traces.
If we just don't enforce this at compile time, control flow could become visibly simpler and more open and powerful, not being coupled to function boundaries. This could also open up for more complex composition.

I think it's a tradeoff worth pondering, despite not necessarily being idiomatic Rust. What do you think?

I'm considering e.g. crashing at runtime if a node ends up unclosed, together with some simple API like cx.push(MyContainer::new()); { ... } cx.pop(); or something similar.

Would love to hear your thoughts on this!

List example select lags one frame

When you click on a button in the list example

         self.list_view
            .run(cx, &self.data, |cx, mut is_selected, id: Id, item| {
                Row::new().build(cx, |cx| {
                    if Button::new("Select").build(cx) {
                        new_sel = Some(id);
                        is_selected = true;
                    }
                    let sel_str = if is_selected { "[*]" } else { "[ ]" };
                    Label::new(format!("{} {}", sel_str, item)).build(cx);
                });
            });
        if let Some(id) = new_sel {
            self.list_view.select(id);
        }

This doesn't set is_selected until the next time through the loop, and if you don't move the mouse, it stays with the wrong selection. You have to double click, or click and move the mouse in order to have it update.

This doesn't happen with the create, delete and update buttons, as they run before the buttons loop.

I don't see a nice way to reach back in the loop and change the label, so is there a way to mark the state as invalid and demand a second run through the run function right away?

Example for IO without futures

It would be nice if there was an example of how to update the UI in reaction to external events without async/await. Or is the idea that one would always use async/await for that? Assuming that arbitrarily blocking in the app logic is a bad idea ๐Ÿ˜„

Suggestion: shorthand for common components

For example, button("text", cx) could be shorthand for Button::new("text").build(cx), and this could be a standard pattern for simple components.

The question is: would the simple form be usable in enough places to make it worthwhile? I hope that styling/layout information could be managed out-of-band - perhaps loaded from a file and then mapped onto the widget tree using the stable widget identities, so that you would rarely need to stray from this short form.

Some components might have multiple variations, eg. image_button(..., cx) but if there are more than a couple of common forms it would be better to revert back to the factory style for that component.

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