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A (WIP) reimplementation of pykeyset in Rust for improved performance. Eventually this aims to become the backend for pykeyset, with pykeyset becoming a thin wrapper around keyset-rs.

License: Apache License 2.0

Rust 100.00%

keyset-rs's Introduction

Hi, I'm Lucas

  • Embedded Software Engineer at Qualcomm
  • Master's degree in Electrical & Electronic Engineering from UCC
  • Electronics Enthusiast

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keyset-rs's Issues

Lazy evaluation of glyphs

If someone uses a big font with potentially thousands of glyphs they are currently all loaded in.

A better solution is lazily load/parse them as needed.

no_std support

  • Determine if this is worth it
    • PyO3 (and therefore pykeyset) require std regardless
  • Modify/replace/fork dependencies without no_std support
  • Replace HashMap with hashbrown/BTreeMap/IndexMap
  • Iron out any other wrinkles

Figure out how best to support icons

The old pure-Python pykeyset had support for icons in it's own XML format but I don't think that was a good approach.

With current functionality it's possible to add icons as glyphs by editing the font, but that's not ideal. So I see a couple of options:

  1. Allow importing of SVG icons
    • This probably requires a reasonably full featured SVG parser, which is a lot of work
    • No standard way to specify alignment w.r.t. legend text
  2. Allow importing of a subset of SVG or just a path
    • Shouldn't be too difficult to implement
    • What is the recommended way of creating these files? Is there a tool that can convert/extract a path from an SVG created in e.g. Inkscape?
    • No standard way to specify alignment w.r.t. legend text
  3. Allow multiple fonts, so that text and icon fonts can be loaded separately
    • Easy to implement
    • Creating fonts is nowhere near as user-friendly
    • Can't easily control font size and icon size independently
    • Can't easily be extended in future to allow e.g. full colour icons (unless we add support for the SVG font table, which brings us back to 1.)

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