> However, this changes everything™. If there's a ready to use library of UI > components for Fidget, it becomes more or less a production ready solution.
That's my thinking too! Fidget is really just missing widgets. There's been a bit of polishing needed in a couple of spots (like say input text offset) that have needed mostly one-line fixes. The core has been pretty solid _and_ hackable =) Also @treeform has done a fantastic job of some of the **hard** things like just getting a basic window with opengl running on all the major platforms. That's normally where these kind of projects break. As a side note I feel like I'm having fun just writing software I've wanted for a long time but was too tedious in C/C++/Rust. Nim makes it so much easier to write systems-level things like GUI libraries. ;) > If there's anything I can help you with, feel free to delegate issues. Awesome! I'll spend some time to re-organize the widgets into their own folder and try and get a list of basic widgets in a README. Looks like you're @moigagoo on GitHub as well. I'll tag you on a GitHub issue. Aside from just a basic set of widget, there are a few outstanding things that'd be good for real "production grade" widgets. Things like refining how styles "cascade" and widget defaults. Other details like having the dropdown's go up when they're at the bottom of the window matter too (maybe z-index support is needed). It'd be fun to add a "theme" system too. There are also interactions between widgets to consider, and more documentation about how the widget system works. Though what I wrote above goes a fair bit of the way towards that. I tried to keep it KISS for the widgets but also borrow from React, Qt, HTML, Wx, etc where it made sense. Other helpful items would be some testing on Windows. I also want to follow up and use @treeform's unit testing to take screenshots. That'd be a must for a stable widget library.