So I was thinking about what’s needed to make a GUI library. You can
get a substantial amount of it out of this piece of propfont.c
:
/* This is sort of like a two-dimensional, dynamically-typed pointer
* into pixels.
*/
typedef struct {
char *pixels;
int pixel_bytes, line_stride;
} pixel_buf;
static inline char *index_pixbuf(pixel_buf buf, int x, int y) {
return buf.pixels + y * buf.line_stride + x * buf.pixel_bytes;
}
static inline pixel_buf offset_pixbuf(pixel_buf buf, int dx, int dy) {
pixel_buf result = {
index_pixbuf(buf, dx, dy),
buf.pixel_bytes,
buf.line_stride,
};
return result;
}
static inline void fill_pixbuf(pixel_buf buf, char *ink, int w, int h) {
for (int x = 0; x < w; x++) {
memcpy(index_pixbuf(buf, x, 0), ink, buf.pixel_bytes);
}
for (int y = 0; y < h; y++) {
memcpy(index_pixbuf(buf, 0, y), index_pixbuf(buf, 0, 0), w * buf.pixel_bytes);
}
}
That doesn’t give you clipping, but with those 23 lines of code, any
function that takes a pixel_buf
parameter can be persuaded to draw
at any position on a BIP pixel buffer of the pixel format it’s
expecting. You could enhance it to track right and bottom edges of
rectangular windows with another couple of lines of code, which would
make fill_pixbuf
more convenient to call in many cases. And it’s
going to be pretty efficient.
However, if you write a windowing system on top of primitives like these, whether structured-mode or immediate-mode, you are probably going to end up with a kind of 1980s-looking window system with no antialiasing or transparency that’s entirely immune to hardware acceleration, although if you avoid overdraw, you might be able to manage reasonable frame rates anyway. Nowadays, we can do better!
Modern GUIs have transparency (alpha), gradients, rotation and distortion, filtering, béziers, antialiasing, animation, and terrible performance. I think we can do better.
First, both 1980s and modern GUIs almost entirely lack texture. But texture is a ubiquitous attribute of actual physical objects, and serves to orient us to movement in a subtle way. It also has a tendency to reduce the visual impact of dirt on the display or RF interference on the video signal.
Second, both 1980s and modern GUIs are still mostly oriented toward paraxial rectangles, and don’t have indirect illumination (with the exception of drop shadows in modern GUIs on text and elevated windows). This orientation robs us of a lot of the structural cues we’re familiar with from the physical world. They also don’t take advantage of the possibility of zooming, in part because of font hinting and slow rasterization.
Third, 1980s GUIs, modern GUIs, and web UIs all lack a great deal compared to traditional typesetting, from a certain point of view. They lack letterform variation, columnar layout and horizontal scrolling, reasonable hyphenation and justification, hanging punctuation, tactile interface, line width variation, and so on. Of course, they’re dramatically better from other points of view: better contrast ratios, animation, interactivity, undo, generativity, and so on.
There’s an additional, somewhat selfish question associated with all of this, which is that if you reimplement the standard WIMP interface, it’s easy for people who see it to dismiss it as unoriginal or even a copy of existing software with the labels filed off. (Many internet commenters carelessly dismissed Biyubi Fénix as a knockoff of KolibriOS/Menuet, for example, apparently without looking at it.) So even if you can’t do something better, doing something different is significant.
So what might that look like?
I frequently hear surprised noises when I turn on my computer with a full-screen shell window. Old people sometimes mistake it for MS-DOS, but young adults were born around 1995, after MS-DOS was already obsolete. Here in Argentina, many of them didn’t even use computers until after 2000.
Most people have still never seen a ZUI (with the possible exception of Prezi), and so simple “infinite” zooming is one way to distinguish it. It also lends itself to animations easily, which is in fact part of Prezi’s appeal.
Windowing systems (and the underlying VT100 emulation) are a poor fit
for shell commands; you have the tendency to open new windows to run
new commands before the old one is done, but then it’s hard to find
the old one. A sort of notebook interface would work better, where
you always immediately get a new prompt, and the output for previous
commands can expand above your current prompt; perhaps it should be
truncated by default, like with a dynamic head; tail
that also
outputs wc
. (If it gets too large, you might want to either block
the process generating it or discard parts of it.) Then you can also
take that data and feed it to a new process, without having to
re-execute the old one.
Furthermore, in many cases alternate presentations are possible: numeric tables, barcharts, scatterplots; Bret Victor’s work with Dan Amelang has shown some of the possibilities of this kind of visualization, along with incremental dataflow tracing.