| title | Architecture |
|---|
Gio is based on the concept of Immediate Mode User Interface. This approach can be implemented in multiple ways, however the overarching similarity is that the program:
- listens for events such as mouse or keyboard input,
- updates its internal state based on the event (e.g. sets Checked = true for a checkbox),
- runs code that re-renders and layouts the whole state.
In pseudo-code a minimal immediate mode UI can look like this:
// state of the program
var showlist bool
var items []string
for {
// waiting for new events
select {
case ev := <-eventQueue:
clearScreen()
// handle the checkbox
if DoCheckbox(ev, &showlist) {
Listbox{
Items: items
}.Do(ev)
}
}
}
func DoCheckbox(ev Event, checked *bool) bool {
// see whether we need to handle the event
if e, ok := ev.(KeyboardInput); ok {
if e.Key == Space {
*checked = !*checked
}
}
// draw the checkbox
if *checked {
fmt.Println("[x]")
} else {
fmt.Println("[ ]")
}
// return whether we are checked for convenience
return *checked
}
type Listbox struct {
Items []string
}
func (list *Listbox) Do(ev Event) {
for i, item := range list.Items {
fmt.Printf("#%d: %q\n",i, item)
}
}This of course is not a very useful library, however it demonstrates the core loop of a immediate mode UI:
- get an event
- handle the widgets while updating the state and drawing the widgets
The main differentiation from non-immediate user interfaces is that the widgets and layout are determined based on the code, not by a separate configuration or setup “before rendering”.
This becomes less simple when other aspects of the GUI are taken into account:
- how do you get the events?
- when do you re-render the state?
- what do the widget structures look like?
- how do you track the focus?
- how do you structure the events?
- how do you communicate with the graphics card?
- how do you handle input?
- how do you render text?
- where does the widget state belong?
- ... and many more.
The rest of this document tries to answer how Gio does it. If you wish to know more about immediate mode UI, these references are a good start:
- https://caseymuratori.com/blog_0001
- http://sol.gfxile.net/imgui/
- http://www.johno.se/book/imgui.html
- https://github.com/ocornut/imgui
- https://eliasnaur.com/blog/immediate-mode-gui-programming
Since a GUI library needs to talk to some sort of display system to display information:
window := app.NewWindow(app.Size(unit.Dp(800), unit.Dp(650)))
for {
select {
case e := <-window.Events():
switch e := e.(type) {
case system.DestroyEvent:
// The window was closed.
return e.Err
case system.FrameEvent:
// A request to draw the window state.
// Update the visible state based on events in e.Queue.
}
}
}app.NewWindow chooses the appropriate "handling driver" depending on the environment and build context. It might choose Wayland, WinAPI,Cocoa or many others.
It then sends events from the display system to the windows.Events() channel.
There is a need to communicate information about window events, the GPU, input and about the general structure of the screen. Gio uses op.Ops.
In abstract terms an Ops value contains a sequence of operations that tell the window driver what to display and how to handle user input.
By convention, graphical primitives are represented by data types that have an Add method which adds the operations necessary to draw itself to its argument Ops value. Like any Go struct literal, zero-valued fields can be useful to represent optional values.
var ops op.Ops
red := color.RGBA{R:0xFF, A:0xFF}
paint.ColorOp{Color: red}.Add(&ops) You might be thinking that it would be more usual to have an ops.Add(ColorOp{Color: red}) method instead of using op.ColorOp{Color: red}.Add(ops). It's like this so that the Add method doesn't have to take an interface-typed argument, which would often require an allocation to call. This is a key aspect of Gio's "zero allocation" design.
To tell the graphics API what to draw, Gio uses op.Ops to serialize drawing commands.
Coordinates are based on the top-left corner by default, although it’s possible to transform the coordinate system. This means f32.Point{X:0, Y:0} is the top left corner of the window.
Gio encodes operations as Go structs which know how to encode data into op.Ops. data into op.Ops. For example, the following code will draw a 10x10 pixel colored rectangle at the top level corner of the window: encoding a colored rectangle looks like:
func drawRedRect(ops *op.Ops) {
paint.ColorOp{Color: color.RGBA{R: 0x80, G: 0x00, B: 0x00, A: 0xFF}}.Add(ops)
paint.PaintOp{Rect: f32.Rectangle{Max: f32.Point{X:100, Y:100}}}.Add(ops)
}Operation op.TransformOp allows us to translate the position of the rendering operations that come after it.
For example, the following would render 10 units to the right compared to the previous example:
func drawRedRect10PixelsRight(ops *op.Ops) {
op.TransformOp{}.Offset(f32.Point{X: 100, Y: 0}).Add(ops)
drawRedRect(ops)
}In some cases we want the rendering to be clipped to some smaller rectangle to avoid accidentally drawing over other things.
Package gioui.org/op/clip, provides exactly that.
clip.Rect clips all subsequent rendering to a particular rounded rectangle.
Note: that we first need to get the actual operation for the clipping with Op before calling Add. This level of indirection is useful if we want to use the same clipping operation multiple times - under the hood, Op records a macro that encodes the clipping path.
This could be used as a basis for a button background:
func redButtonBackground(ops *op.Ops) {
r := 3 // roundness
bounds := f32.Rectangle{Max: f32.Point{X:30, Y:100}}
clip.Rect{Rect: bounds, SE: r, SW: r, NW: r, NE: r}.Op(ops).Add(ops)
drawRedRectangle(ops)
}Some of the gio operations affect all operations that follow them. For example, ColorOp sets the “brush” color that is used in subsequent PaintOp operations. This drawing context also includes coordinate transformation (set by TransformOp) and clipping (set by ClipOp).
We often need to set up some drawing context and then restore it to its previous state, leaving later operations unaffected. We can use op.StackOp to do this. A Push operation saves the current drawing context; a Pop operation restores it.
For example, the clipButtonOutline function in the previous section has the unfortunate side-effect of clipping all later operations to the outline of the button background!
Let’s make a version of it that doesn’t affect any callers:
func redButtonBackground(ops *op.Ops) {
var stack op.StackOp
stack.Push(ops)
defer stack.Pop()
r := 3 // roundness
bounds := f32.Rectangle{Max: f32.Point{X:30, Y:100}}
clip.Rect{Rect: bounds, SE: r, SW: r, NW: r, NE: r}.Op(ops).Add(ops)
drawRedRectangle(ops)
}Drawing happens from back to front. In this example the green rectangle is drawn on top of red rectangle:
func drawOverlappingRectangles(ops *op.Ops) {
// red rectangle
paint.ColorOp{Color: color.RGBA{R: 0xFF, G: 0x00, B: 0x00, A: 0xFF}}.Add(ops)
paint.PaintOp{Rect: f32.Rectangle{Max: f32.Point{X:100, Y:10}}}.Add(ops)
// green rectangle
paint.ColorOp{Color: color.RGBA{R: 0x00, G: 0xFF, B: 0x00, A: 0xFF}}.Add(ops)
paint.PaintOp{Rect: f32.Rectangle{Max: f32.Point{X:10, Y:100}}}.Add(ops)
}Sometimes you may want to change this order. For example, you may want to delay rendering to apply a transform that is calculated after the rendering, or you may want to do the same set of operations several times. For this purpose there is op.MacroOp.
func drawFiveRectangles(ops *op.Ops) {
// Record all the operations performed by drawRedRect
// into the macro.
var macro op.MacroOp
macro.Record(ops)
drawRedRect(ops)
macro.Stop()
// “play back” the macro 5 times, each time vertically offset
// 40 pixels more down the screen.
for i := 0; i < 5; i++ {
macro.Add(ops)
op.TransformOp{}.Offset(f32.Point{X: 0, Y: 40}).Add(ops)
}
}When you are animating something you may need to retrigger rendering immediately rather than wait for events. For that there is op.InvalidateOp
The following code will animate a green “progress bar” that fills up from left to right over 5 seconds from when the program starts:
var startTime = time.Now()
var duration = 5*time.Second
func drawProgressBar(ops *op.Ops, now time.Time) {
// Calculate how much of the progress bar to draw, based
// on the current time.
elapsed := now.Sub(startTime)
progress := elapsed.Seconds() / duration.Seconds())
if progress < 1 {
// The progress bar hasn’t yet finished animating.
op.InvalidateOp{}.Add(ops)
} else {
progress = 1
}
paint.ColorOp{Color: color.RGBA{R: 0x00, G: 0xFF, B: 0x00, A: 0xFF}}.Add(ops)
width := 100*float32(progress)
paint.PaintOp{Rect: f32.Rectangle{Max: f32.Point{X:width, Y:10}}}.Add(ops)
}
If you wish to cache a rendering to redraw a frame later, you can use op.Ops and then use op.CallOp to render it. This can be useful to animate away a widget that has been removed:
func drawWithCache(ops *op.Ops) {
// Save the operations in an independent ops value (the cache).
cache := new(op.Ops)
paint.ColorOp{Color: color.RGBA{R: 0x00, G: 0xFF, B: 0x00, A: 0xFF}}.Add(cache)
paint.PaintOp{Rect: f32.Rectangle{Max: f32.Point{X:10, Y:100}}}.Add(cache)
// Render the operations from the cache.
op.CallOp{Ops: cache}.Add(ops)
}paint.ImageOp can be used to draw images. Like ColorOp, it sets the drawing context that’s used for any subsequent PaintOp. It is used similarly to ColorOp. Note that RGBA and image.Uniform(https://golang.org/pkg/image#Uniform) images are efficient and treated specially. Other Image implementations will undergo a potentially expensive conversion to convert them to the underlying image model.
func drawImage(ops *op.Ops, img image.Image) {
imageOp := paint.NewImageOp(img)
imageOp.Add(ops)
paint.PaintOp{Rect: f32.Rectangle{Max: f32.Point{X:100, Y:100}}}.Add(ops)
}Note, the image must not be mutated until another FrameEvent happens, because the image is read asynchronously while the frame is being rendered.
Input is delivered to the widgets via a system.FrameEvent which contains a Queue.
Some of the most common events are:
key.Event, key.Focus - for keyboard input.
key.EditEvent - for text editing.
pointer.Event - for mouse and touch input.
The program can do arbitrary things when these events arrive, such as updating its local state. The Frame event is special - when the program receives a Frame event, it is responsible for rendering the graphics by calling the e.Frame function with an Ops value holding all the graphics to render.
There are also event-processors, such as gioui.org/gesture, that detect higher-level actions such as a double-click from individual click events.
To handle input for multiple different widgets, Gio needs to have widgets register themselves to receive input. However, since the Gio framework doesn't provide a persistent data structure as state, there's no obvious place where widgets can register themselves to receive input.
Gio achieves this by associating input with an arbitrary tag (an interface{} value) provided by the program. When the next frame is being rendered, the input can be retrieved by using the same tag.
For example to handle input and register for listening for it, the code would look something like:
var tag = new(bool) // We could use &pressed for this instead.
var pressed = false
func doButton(ops *op.Ops, q event.Queue) {
// Make sure we don’t pollute the graphics context.
var stack op.StackOp
stack.Push(ops)
defer stack.Pop()
for _, ev := range q.Events(tag) {
if x, ok := ev.(pointer.Event); ok {
switch x.Type {
case pointer.Press:
pressed = true
case pointer.Release:
pressed = false
}
}
}
pointer.Rect(image.Rect(0, 0, 100, 100)).Add(ops)
pointer.InputOp{Tag: tag}.Add(ops)
var c color.RGBA
if pressed {
c = color.RGBA{R: 0xFF, A: 0xFF}
} else {
c = color.RGBA{G: 0xFF, A: 0xFF}
}
paint.ColorOp{Color: c}.Add(ops)
paint.PaintOp{Rect: f32.Rectangle{Max: f32.Point{X:100, Y:100}}}.Add(ops)
}It's convenient to use a pointer value for the input tag, as it's cheap to convert a pointer to an interface{}, and it's easy to make the value specific to a local data structure, which avoids the risk of tag conflict. However, using other kinds of tag can work, bearing in mind that all the handlers using the same tag will see the events.
For more details take a look at https://godoc.org/gioui.org/io/pointer (pointer/mouse events) and https://godoc.org/gioui.org/io/key (keyboard events).
A single frame consists of getting input, registering for input and rendering the new state:
func main() {
go func() {
w := app.NewWindow()
if err := loop(w); err != nil {
log.Fatal(err)
}
}()
app.Main()
}
func loop(w *app.Window) error {
ops := new(op.Ops)
for e := range w.Events() {
switch e := e.(type) {
case system.DestroyEvent:
return e.Err
case system.FrameEvent:
ops.Reset()
// handle button input and render
doButton(ops, e.Queue)
// render the frame
e.Frame(ops)
}
}
}Writing a program using these concepts could get really verbose, however these low-level pieces are intended for writing Widgets themselves. Most programs end up using widgets rather than the low-level operations.
We’ve been mentioning widgets quite a while now. In principle widgets are composable and renderable UI elements that react to input. Or to put more concretely.
They get input from e.Queue
They might hold some state
They calculate their size
They render themselves to op.Ops
By convention they have: (TODO: explain the difference between Layout and Update)
method called Layout(gtx *layout.Context, ...) to render themselves,
method called Update(gtx *layout.Context, ...) to update themselves.
This gives a separation between “widget state” and “widget style and rendering”. The state is very often reusable. The common widget states are in gioui.org/widget. Code that combines state with style is in gioui.org/widget/material.
To build out more complex UI from these primitives we need more structure and describe the layout in a composable way.
Static layouts are a thing of the past and we need to calculate how big things can be, i.e. constrain their size and then figure out the rest of the layout. We also need a comfortable way of passing events through the composed structure and similarly we need a way to pass op.Ops through the system. It would be really inconvenient to pass them separately.
layout.Context is what carries the state that is needed by almost all layouts and widgets. Summarizing:
Constraints - an “incoming” parameter to a widget: give a widget’s maximum (and minimum) size.. Dimensions - an “outgoing” return value from a widget, used for tracking or returning the most recent layout size. Ops - for communicating with the windowing system. Events - to get events associated with some handle Now - to get the current time
It contains the constraints on how much screen is available -- both how much and how little screen real-estate the caller wants the widget to consume.
As an example, here is how to write a very simple button.
First let’s write draw our button:
type Button struct {
pressed bool
}
func (b *Button) Layout(gtx *layout.Context) {
col := color.RGBA{A: 0xff, R: 0xff}
if b.pressed {
col = color.RGBA{A: 0xff, G: 0xff}
}
drawSquare(gtx.Ops, col)
}
func drawSquare(ops *op.Ops, color color.RGBA) {
square := f32.Rectangle{
Max: f32.Point{X: 500, Y: 500},
}
paint.ColorOp{Color: color}.Add(ops)
paint.PaintOp{Rect: square}.Add(ops)
}We now also need to handle the input:
type Button struct {
pressed bool
}
func (b *Button) Layout(gtx *layout.Context) {
// here we loop through all the events associated with this button.
for _, e := range gtx.Events(b) {
if e, ok := e.(pointer.Event); ok {
switch e.Type {
case pointer.Press:
b.pressed = true
case pointer.Release:
b.pressed = false
}
}
}
// register rectangle that receives
pointer.Rect(
image.Rectangle{Max: image.Point{X: 500, Y: 500}},
).Add(gtx.Ops)
pointer.InputOp{Tag: b}.Add(gtx.Ops)
// draw the button
col := color.RGBA{A: 0xff, R: 0xff}
if b.pressed {
col = color.RGBA{A: 0xff, G: 0xff}
}
drawSquare(gtx.Ops, col)
}To create a layout for widgets there are special functions and structures to manipulate layout.Context. The common variants are conveniently in layout.
Layouting in general happens as the following:
push state set layout.Context.Constraints set op.TransformOp call widget.Layout(gtx, ...) pop state
For more complicated layout approaches it needs to be combined with op.MacroOp, such as in flex:
record widget rendering using MacroOp calculate sizes for non-rigid widgets draw widgets based on the calculated sizes using the macros
(full code currently here https://github.com/egonelbre/expgio/tree/master/split)
As an example, to split the screen into two you could write a widget that looks like:
type Split struct {
}
func (s *Split) Layout(gtx *layout.Context, left, right layout.Widget) {
savedConstraints := gtx.Constraints
defer func() {
gtx.Constraints = savedConstraints
gtx.Dimensions.Size = image.Point{
X: savedConstraints.Width.Max,
Y: savedConstraints.Height.Max,
}
}()
gtx.Constraints.Height.Min = gtx.Constraints.Height.Max
leftsize := gtx.Constraints.Width.Max / 2
rightsize := gtx.Constraints.Width.Max - leftsize
{
var stack op.StackOp
stack.Push(gtx.Ops)
gtx.Constraints.Width.Min = leftsize
gtx.Constraints.Width.Max = leftsize
left()
stack.Pop()
}
{
var stack op.StackOp
stack.Push(gtx.Ops)
gtx.Constraints.Width.Min = rightsize
gtx.Constraints.Width.Max = rightsize
op.TransformOp{}.Offset(f32.Point{
X: float32(leftsize),
}).Add(gtx.Ops)
right()
stack.Pop()
}
}The usage code would look like:
split.Layout(gtx, func() {
// render the left side
}, func() {
// render the right side
})Of course, you do not need to implement such layouting yourself, there are plenty of them available in layout.
(full code currently here https://github.com/egonelbre/expgio/tree/master/split-interactive)
To make it more useful we could make the split draggable.
First let’s make the ratio adjustable. We should try to make zero values useful, in this case 0 could mean that it’s split in the center.
type Split struct {
// Ratio keeps the current layout.
// 0 is center, -1 completely to the left, 1 completely to the right.
Ratio float32
}
func (s *Split) Layout(gtx *layout.Context, left, right layout.Widget) {
savedConstraints := gtx.Constraints
defer func() {
gtx.Constraints = savedConstraints
gtx.Dimensions.Size = image.Point{
X: savedConstraints.Width.Max,
Y: savedConstraints.Height.Max,
}
}()
gtx.Constraints.Height.Min = gtx.Constraints.Height.Max
proportion := (s.Ratio + 1) / 2
leftsize := int(proportion*float32(gtx.Constraints.Width.Max))
rightoffset := leftsize
rightsize := gtx.Constraints.Width.Max - rightoffset
{
var stack op.StackOp
stack.Push(gtx.Ops)
gtx.Constraints.Width.Min = leftsize
gtx.Constraints.Width.Max = leftsize
left()
stack.Pop()
}
{
var stack op.StackOp
stack.Push(gtx.Ops)
gtx.Constraints.Width.Min = rightsize
gtx.Constraints.Width.Max = rightsize
op.TransformOp{}.Offset(f32.Point{
X: float32(rightoffset),
}).Add(gtx.Ops)
right()
stack.Pop()
}
}Because we also need to have an area designated for moving the split, let’s add a bar into the center:
type Split struct {
// Ratio keeps the current layout.
// 0 is center, -1 completely to the left, 1 completely to the right.
Ratio float32
// Bar is the width for resizing the layout
Bar int
}
const defaultBarWidth = 4
func (s *Split) Layout(gtx *layout.Context, left, right layout.Widget) {
savedConstraints := gtx.Constraints
defer func() {
gtx.Constraints = savedConstraints
gtx.Dimensions.Size = image.Point{
X: savedConstraints.Width.Max,
Y: savedConstraints.Height.Max,
}
}()
gtx.Constraints.Height.Min = gtx.Constraints.Height.Max
bar := s.Bar
if bar <= 0 {
bar = defaultBarWidth
}
proportion := (s.Ratio + 1) / 2
leftsize := int(proportion*float32(gtx.Constraints.Width.Max) - float32(bar))
rightoffset := leftsize + bar
rightsize := gtx.Constraints.Width.Max - rightoffset
{
var stack op.StackOp
stack.Push(gtx.Ops)
gtx.Constraints.Width.Min = leftsize
gtx.Constraints.Width.Max = leftsize
left()
stack.Pop()
}
{
var stack op.StackOp
stack.Push(gtx.Ops)
gtx.Constraints.Width.Min = rightsize
gtx.Constraints.Width.Max = rightsize
op.TransformOp{}.Offset(f32.Point{
X: float32(rightoffset),
}).Add(gtx.Ops)
right()
stack.Pop()
}
}
Now we need to handle input events:
type Split struct {
// Ratio keeps the current layout.
// 0 is center, -1 completely to the left, 1 completely to the right.
Ratio float32
// Bar is the width for resizing the layout
Bar int
// drag says that some pointer is dragging things
drag bool
// dragID specifies which pointer (e.g. mouse, or which finger) is dragging
dragID pointer.ID
// dragX is the last dragging position
dragX float32
}
... snip ...
// handle events
for _, ev := range gtx.Events(s) {
e, ok := ev.(pointer.Event)
if !ok {
continue
}
switch e.Type {
case pointer.Press:
// ensure that we don’t start grabbing twice
if s.drag {
break
}
// setup our initial state for dragging
s.drag = true
s.dragID = e.PointerID
s.dragX = e.Position.X
case pointer.Move:
// ensure that the correct pointer handles things
if !s.drag || s.dragID != e.PointerID {
break
}
// calculate how much we need to adjust ratio
deltaX := e.Position.X - s.dragX
s.dragX = e.Position.X
deltaRatio := deltaX * 2 / float32(gtx.Constraints.Width.Max)
s.Ratio += deltaRatio
case pointer.Release:
fallthrough
case pointer.Cancel:
// finish dragging
if !s.drag || s.dragID != e.PointerID {
break
}
s.drag = false
}
}
// Register input
barRect := image.Rect(leftsize, 0, rightoffset, gtx.Constraints.Width.Max)
// Register bar rectangle for input.
pointer.Rect(barRect).Add(gtx.Ops)
// Grab tells the input system to ensure this widget gets priority.
pointer.InputOp{Tag: s, Grab: s.drag}.Add(gtx.Ops)Putting the whole Layout function together, it will look like:
func (s *Split) Layout(gtx *layout.Context, left, right layout.Widget) {
savedConstraints := gtx.Constraints
defer func() {
gtx.Constraints = savedConstraints
gtx.Dimensions.Size = image.Point{
X: savedConstraints.Width.Max,
Y: savedConstraints.Height.Max,
}
}()
gtx.Constraints.Height.Min = gtx.Constraints.Height.Max
bar := s.Bar
if bar <= 0 {
bar = defaultBarWidth
}
proportion := (s.Ratio + 1) / 2
leftsize := int(proportion*float32(gtx.Constraints.Width.Max) - float32(bar))
rightoffset := leftsize + bar
rightsize := gtx.Constraints.Width.Max - rightoffset
{ // handle input
for _, ev := range gtx.Events(s) {
e, ok := ev.(pointer.Event)
if !ok {
continue
}
switch e.Type {
case pointer.Press:
if s.drag {
break
}
s.drag = true
s.dragID = e.PointerID
s.dragX = e.Position.X
case pointer.Move:
if !s.drag || s.dragID != e.PointerID {
break
}
deltaX := e.Position.X - s.dragX
s.dragX = e.Position.X
deltaRatio := deltaX * 2 / float32(gtx.Constraints.Width.Max)
s.Ratio += deltaRatio
case pointer.Release:
fallthrough
case pointer.Cancel:
if !s.drag || s.dragID != e.PointerID {
break
}
s.drag = false
}
}
// register for input
barRect := image.Rect(leftsize, 0, rightoffset, gtx.Constraints.Width.Max)
pointer.Rect(barRect).Add(gtx.Ops)
pointer.InputOp{Tag: s, Grab: s.drag}.Add(gtx.Ops)
}
{
var stack op.StackOp
stack.Push(gtx.Ops)
gtx.Constraints.Width.Min = leftsize
gtx.Constraints.Width.Max = leftsize
left()
stack.Pop()
}
{
var stack op.StackOp
stack.Push(gtx.Ops)
gtx.Constraints.Width.Min = rightsize
gtx.Constraints.Width.Max = rightsize
op.TransformOp{}.Offset(f32.Point{X: float32(rightoffset)}).Add(gtx.Ops)
right()
stack.Pop()
}
}Of course, we might need some additional checks to avoid Ratio values like -5, but that’s tiny improvements.
Since many widgets need different colors, it's useful to place all the relevant colors into a single struct Theme. It contains the relevant settings for a Material design based UI.
Since also there needs to be custom code per style, it also contains widgets based on the Material Design Components.
TODO: describe how shaper works
TODO: describe how units are handled
The problem: You’ve created a nice new widget. You lay it out, say, in a Flex Rigid. The next Rigid draws on top of it.
The explanation: Gio communicates the size of widgets dynamically via layout.Context.Dimensions (commonly “gtx.Dimensions”). High level widgets (such as Labels) “return” or pass on their dimensions in gtx.Dimensions, but lower-level operations, such as paint.PaintOp, do not set Dimensions.
The solution: Update gtx.Dimensions in your widget’s Layout function before you return.
TODO: Example code & screenshots illustrating the problem and solution.
The problem: You lay out a list and then it just sits there and doesn’t scroll.
The explanation: A lot of widgets in Gio are context free -- you can and should allocate new ones every time through your Layout function. Lists are not like that. They record their scroll position and state internally, and that state needs to persist between calls to Layout.
The solution: Put your List object as a field inside your object struct to make it persistent across calls to Layout.
The problem: You define a field in your widget struct with the widget. You update the child widget state, either implicitly or explicitly. The child widget stubbornly refuses to reflect your updates.
This is related to the problem with Lists that won’t scroll, above.
The (possible) explanation: You might be seeing a common “gotcha” in Go code, where you’ve defined a method that doesn’t take a pointer receiver, so all the updates you’re making to your widget are only visible inside that function,and thrown away when it returns. (Or of course you might have some other bug.)
The solution: Make sure you’re using pointer receivers when appropriate. Usually Layout and Update methods should have pointer receivers.
// convenience constructor for f32.Rectangle
f32.Rect(minx, miny, maxx, maxy)
// convenience conversion from and to image.Rectangle
f32.FromImageRect() // or similar
f32.Rectangle.ToImage() or image.Rect(f32.Rectangle.Ints())
Same for points.
// clip rect also have Add, since often you want to immediately use it
// rather than preserve.
clip.Rect.Add
// confusion rename widget.Bool -> widget.Toggle