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Hello! I would like to hear some suggestion and opinions from Rust community about building Wayland ecosystem in Rust based around Smithay and their Client Toolkit. I'm working with Wayland Compositors for over 2 years now (private projects) and wanted to move ahead from C++ to build modern Desktop Ecosystem and it's components (truly unique, not copies of macOS or Windows styles) like notification daemon, customizable desktop shell or powerful wallpaper daemon for any compositor which implements layershell protocol. Current idea is to create wallpaper daemon which uses WGPU to render shaders, images or gifs with comfort of high perofrmance renderer (still learning wgpu and it's slow process). For UI components I would like to use truly amazing KayakUI create which uses JSX-style syntax for designing widgets. Desktop Shell should provide plugins (most likely applied through WASM) for integrating various creates to get e.g. weather info or compositor integration etc.
Hello! I would like to hear some suggestion and opinions from Rust community about building Wayland ecosystem in Rust based around Smithay and their Client Toolkit. I'm working with Wayland Compositors for over 2 years now (private projects) and wanted to move ahead from C++ to build modern Desktop Ecosystem and it's components (truly unique, not copies of macOS or Windows styles) like notification daemon, customizable desktop shell or powerful wallpaper daemon for any compositor which implements layershell protocol. Current idea is to create wallpaper daemon which uses WGPU to render shaders, images or gifs with comfort of high perofrmance renderer (still learning wgpu and it's slow process). For UI components I would like to use truly amazing KayakUI create which uses JSX-style syntax for designing widgets. Desktop Shell should provide plugins (most likely applied through WASM) for integrating various creates to get e.g. weather info or compositor integration etc.
Hello! I would like to hear some suggestion and opinions from Rust community about building Wayland ecosystem in Rust based around Smithay and their Client Toolkit. I'm working with Wayland Compositors for over 2 years now (private projects) and wanted to move ahead from C++ to build modern Desktop Ecosystem and it's components (truly unique, not copies of macOS or Windows styles) like notification daemon, customizable desktop shell or powerful wallpaper daemon for any compositor which implements layershell protocol. Current idea is to create wallpaper daemon which uses WGPU to render shaders, images or gifs with comfort of high perofrmance renderer (still learning wgpu and it's slow process). For UI components I would like to use truly amazing KayakUI create which uses JSX-style syntax for designing widgets. Desktop Shell should provide plugins (most likely applied through WASM) for integrating various creates to get e.g. weather info or compositor integration etc.
So you can be using Sway, Wayfire, River or even Anodium (WIP) which are having implemented needed protocols, users can run that Desktop Shell and get cross-compositor bars, notification center, widgets etc. without having to bother with GTK based approach which doesn't support GTK4 because GNOME completely dropped support for those protocols...
So you can be using Sway, Wayfire, River or even Anodium (WIP) which are having implemented needed protocols, users can run that Desktop Shell and get cross-compositor bars, notification center, widgets etc. without having to bother with GTK based approach which doesn't support GTK4 because GNOME completely dropped support for those protocols...
Hi, I've been working on waysmoke which uses iced with smithay-client-toolkit for layer-shell components. I'm actually planning a redesign so the current dock that's in the repo will be gone, but you'd be more interested in the wstk directory anyway, which contains things like the iced integration for SCTK. I'm open to extracting that into its own repo.
Wallpaper daemons are kinda silly IMO, so I built a wallpaper plugin for Wayfire that does everything directly in the compositor. And it does support shadertoy style shaders :)