I'm happy to see that Xilem is not blindly copying JS/Swift ideas (or 'adapting' them, as Raph says :)) but applying them in a way that feels very Rust native. They've been experimenting a lot the last few years and I really hope we're finally getting to that point where we go beyond experiments and into something useable!
For instance, my UI contains a node graph. Since I was using Electron I could simply use react-flow [0]. As part of my research I also implemented node graphs in both imgui and Qt and, while certainly possible, it is a lot of work to get all the interaction nuances right.
The main drawback of using Electron was having to do a lot of interop work, of course, but as long as I was mostly working on the UI side I had all the benefits of hot reloading, existing design systems to pick and choose (I ultimately picked Mantine [1]), etc.
All the text handling code is done in Rust (or C++, depending on the backend you pick). Just the basic navigation between elements and such is done in our DSL. But yes, we need more widgets and more features for some of the existing ones. We are working on that...
Discussion a year ago: https://news.ycombinator.com/item?id=31297550
Also, it'd be interesting to see how it stacks up against the new Rive renderer, which also seems to be promising in bringing vector graphics to the GPU workspace.
I'm also interested in quantitative comparisons with the Rive renderer. My personal feeling is that the compute shader approach is more scalable than pixel local storage, but the latter does seem to perform nicely especially on Apple Silicon GPUs.
That's fantastic to hear! Really looking forward to it.