Writing a UI Engine
In this series of articles, I examine the entire workings of a UI engine, based on the one I wrote at Fuse. Over time, I’ll cover everything from layout, to animation, to data binding, to drawing. I’ll point out all the things we did right, and those that were wrong, or I wish to change.
The goal of this engine was to run smoothly on mobile devices, supporting 60FPS animation, and be easy to use. I believe we generally accomplished this, and don’t know of another system that make animations and UI structuring as easy.
- Natural versus dependent size
- Working with Pixels, Points and Density
- Additive, Partitioned and Layered
- What is responsive layout?
- What is a “box model”?
- Fitting an image to its element frame