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For the first part, there's too much surface area to cover but it sounds like one good starting point would be to learn a bit more about how low(ish) level graphics programming works in the context of rust. I think learning-wgpu will get you to the "I have a window and I can draw things to it, and I actually understand how my data turns into pixels" stage, which is super cool and performant if you've never dived lower than ui frameworks before.
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Maybe you can look at Neovide's code?
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ab_glyph is at the same level to DirectWrite/uniscribe where you hand it a character, and it hands you back a rasterized glyph - it's on you on how to draw it.
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windows-rs and x11-rs provide access on windows and x11 Linux desktops respectively to create a window and handle input.
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windows-rs and x11-rs provide access on windows and x11 Linux desktops respectively to create a window and handle input.
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Glium and ash provide low level access to different common graphics api's. I'm sure there's a good directx-11/12 bindings as well but I'm unfamiliar with what people use.
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Glium and ash provide low level access to different common graphics api's. I'm sure there's a good directx-11/12 bindings as well but I'm unfamiliar with what people use.
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try https://github.com/fltk-rs/fltk-rs, support everything you need. highly composable, fits with GL based randering and WGPU as well.
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flamegraph
Easy flamegraphs for Rust projects and everything else, without Perl or pipes <3 (by flamegraph-rs)
Besides just feeling out latency, flamegraph is a great tool for simple profiling, if you weren't already familiar. They have a great overview in the readme of how to use it: https://github.com/flamegraph-rs/flamegraph
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For documentation/guidance on what implementing a text editor might look like. Egui recently release syntax highlighting support. You could either start using egui and see how it performs for you, or just use its source code as a reference. It and other UI libraries get very abstracted very quickly though. https://github.com/emilk/egui