I would be interested in using this from other Rust GUI frameworks (Dioxus Native). Would you be open to making the core crate UI-framework agnostic, with the egui integration split into a separate crate?
Some notes (how I think this would be implemented):
- Some
egui dependencies are types from emath or ecolor. Those dependencies could probably be retained, with the import switched to import directly from emath or ecolor
- Walkers calls
egui::Context::request_repaint() and load_texture (tiles.rs) this could be hidden behind a trait or callback
- The egui map widget (
map.rs) would probably just move into the egui integration crate. Other integrations would need to implement this logic themselves.
- Abstracting the vector tile drawing code (mvt.rs) is where most of the work would be
I would be interested in using this from other Rust GUI frameworks (Dioxus Native). Would you be open to making the core crate UI-framework agnostic, with the egui integration split into a separate crate?
Some notes (how I think this would be implemented):
eguidependencies are types fromemathorecolor. Those dependencies could probably be retained, with the import switched to import directly fromemathorecoloregui::Context::request_repaint()andload_texture(tiles.rs) this could be hidden behind a trait or callbackmap.rs) would probably just move into the egui integration crate. Other integrations would need to implement this logic themselves.