I'm thinking of writing a very simple drawing/animation app for my 5-year-old daughter. The focus will be on a very simple user interface. She's able to draw with krita and has had fun animating with pencil2d, but both have too many controls because they're for real artists, and as a result I have to keep helping her out. Also I'm intrigued by the possibility of creating a cool normal tweening algorithm to turn just a few drawings into an animation.
Anyhow, I'm looking for a gui or game framework that would make it as simple as possible to get pixels on the screen and to draw just a few controls (which I'd happily create my putting pixels into the screen!). And to get input from a finger or Wacom stylus.
It would be a bonus to support wasm, but not a requirement. I do want something cross platform. I do want something that is easy to get going in and relatively stable.
My challenge for looking into crates is that everything has a lot that I don't need. It seems like my needs ought to match well with game f development, but all the game frameworks seem to focus on assets and sprites and other things I don't (think I) need. Gui frameworks focus on lots of tools and widgi that I also don't need. I suspect that several of these will serve my needs beautifully, but can't tell which, this this post. I don't need the best crate, just one that is good enough!
@ahunter I've just started looking at flo_draw, which also looks intriguing. It's part of a set of packages built for an animation program, which makes it extra promising. In particular I see that it separates input from output, which appeals because my quick experiment with minifb suggest that it could do better at getting mouse events frequently.
I'm a little concerned at how much time I might spend learning the ins and outs of flo_between, however, for a fun project I hope to limit my time spent on.
Do you happen to know if macroquad can draw to a buffer? I'm having trouble seeing how to use its graphics commands to draw into a texture or image. Other than this trouble (which I can work around) it's looking great.
Indeed, I've just found that Texture2d leaks memory in a serious and undocumented way. There seems to be a workaround for it, and I'm not jumping ship just yet, but I wouldn't recommend macroquad to anyone at this stage.
I've also seen abundant seg faults, so my poor evaluation of macroquad is coming from multiple directions.
If making a web app, canvas, webgl would be the fastest, easiest way to get input and output. Any framework will go through canvas anyway.
If going for native there is still glut (gl utility toolkit). I have not researched rust glut libraries, but the c glut library is not too hard to use. ( calling it from rust may be hard, I don't see it recommended much )