NanoGUI ======================================================================================== |docs| |travis| |appveyor| .. |docs| image:: https://readthedocs.org/projects/nanogui/badge/?version=latest :target: http://nanogui.readthedocs.org/en/latest/?badge=latest :alt: Docs .. |travis| image:: https://travis-ci.org/wjakob/nanogui.svg?branch=master :target: https://travis-ci.org/wjakob/nanogui :alt: Travis Build Status .. |appveyor| image:: https://ci.appveyor.com/api/projects/status/m8h3uyvdb4ej2i02/branch/master?svg=true :target: https://ci.appveyor.com/project/wjakob/nanogui/branch/master :alt: Appveyor Build Status .. begin_brief_description NanoGUI is a minimalistic cross-platform widget library for OpenGL 3+, GLES 2/3, and Metal. It supports automatic layout generation, stateful C++ lambdas callbacks, a variety of useful widget types and Retina-capable rendering on Apple devices thanks to NanoVG_ by Mikko Mononen. Python bindings of all functionality are provided using pybind11_. **Note**: This repository contains an improved port of the original NanoGUI_. The most visible change to developers is that it no longer relies on Eigen or Enoki and ships with its own (absolutely minimal) vector library. Additionally, the the repository here incorporates the following changes: 1. A different set of naming conventions is used for function and variable names that feels more natural in a mixed C++ & Python environment. (specifically, ``underscore_case`` for methods and variables rather than ``camelCase``). 2. GUI Rendering now provides backends for OpenGL 3+, GLES 2/3, and Metal. GLES 2 support allows NanoGUI to run on ARM devices including the Raspberry Pi and in browsers via WebGL. The Metal backend supports modern Macs, iPhones, etc. NanoGUI includes generic wrappers around shaders and textures that work for all of these frameworks. 3. The event loop is much more conservative by default and only issues redraw calls when explicitly requested by an event callback. 4. Python integration: the library comes with a ``pip``-compatible ``setup.py`` installation script. 5. WebAssembly code generation works out of the box (requires Emscripten), enabling powerful UI development for the web. See Tekari_ for an example of such an application. 6. Significantly revamped tab widget (supports right-click context menus, draggable, and closeable tabs) and image view widget. 7. The Entypo_ icon font has been replaced by FontAwesome_ (v5.10.1). .. _NanoVG: https://github.com/memononen/NanoVG .. _pybind11: https://github.com/wjakob/pybind11 .. _NanoGUI: https://github.com/wjakob/nanogui .. _Tekari: https://rgl.epfl.ch/tekari?url=%2F%2Frgl.s3.eu-central-1.amazonaws.com%2Fmedia%2Fuploads%2Fwjakob%2F2018%2F08%2F27%2Firidescent-paper.txt&log=1 .. _Entypo: http://www.entypo.com .. _FontAwesome: https://github.com/FortAwesome/Font-Awesome .. end_brief_description - `Documentation <https://nanogui.readthedocs.io>`_ .. contents:: Contents :local: :backlinks: none Example screenshot ---------------------------------------------------------------------------------------- .. image:: https://github.com/wjakob/nanogui/raw/master/resources/screenshot.png :alt: Screenshot of Example 1. :align: center Description ---------------------------------------------------------------------------------------- .. begin_long_description NanoGUI builds on GLFW_ for cross-platform context creation and event handling, GLAD_ to access OpenGL functionality on Windows, and NanoVG_/MetalNanoVG_ to draw 2D primitives. Note that the dependency library NanoVG already includes some basic example code to draw good-looking static widgets; what NanoGUI does is to flesh it out into a complete GUI toolkit with event handling, layout generation, etc. NanoGUI currently works on Mac OS X (Clang) Linux (GCC or Clang) and Windows (Visual Studio ≥ 2017); it requires a recent C++17 capable compiler. All dependencies are jointly built using a CMake-based build system. .. _GLFW: http://www.glfw.org/ .. _GLAD: https://github.com/Dav1dde/glad .. _MetalNanoVG: https://github.com/ollix/MetalNanoVG .. end_long_description Creating widgets ---------------------------------------------------------------------------------------- NanoGUI makes it easy to instantiate widgets, set layout constraints, and register event callbacks using high-level C++17 code. For instance, the following two lines from the included example application add a new button to an existing window `window` and register an event callback. .. code-block:: cpp Button *b = new Button(window, "Plain button"); b->set_callback([] { cout << "pushed!" << endl; }); The following lines from the example application create the coupled slider and text box on the bottom of the second window (see the screenshot). .. code-block:: cpp /* Create an empty panel with a horizontal layout */ Widget *panel = new Widget(window); panel->set_layout(new BoxLayout(BoxLayout::Horizontal, BoxLayout::Middle, 0, 20)); /* Add a slider and set defaults */ Slider *slider = new Slider(panel); slider->set_value(0.5f); slider->set_fixed_width(80); /* Add a textbox and set defaults */ TextBox *tb = new TextBox(panel); tb->set_fixed_size(Vector2i(60, 25)); tb->set_value("50"); tb->set_units("%"); /* Propagate slider changes to the text box */ slider->set_callback([tb](float value) { tb->set_value(std::to_string((int) (value * 100))); }); The Python version of this same piece of code looks like this: .. code-block:: py # Create an empty panel with a horizontal layout panel = Widget(window) panel.set_layout(BoxLayout(BoxLayout.Horizontal, BoxLayout.Middle, 0, 20)) # Add a slider and set defaults slider = Slider(panel) slider.set_value(0.5) slider.set_fixed_width(80) # Add a textbox and set defaults tb = TextBox(panel) tb.set_fixed_size(Vector2i(60, 25)) tb.set_value("50") tb.set_units("%") # Propagate slider changes to the text box def cb(value): tb.set_value("%i" % int(value * 100)) slider.set_callback(cb) "Simple mode" ---------------------------------------------------------------------------------------- Christian Schüller contributed a convenience class that makes it possible to create AntTweakBar-style variable manipulators using just a few lines of code. For instance, the source code below was used to create the following example application. .. image:: https://github.com/wjakob/nanogui/raw/master/resources/screenshot2.png :alt: Screenshot :align: center .. code-block:: cpp /// dvar, bar, strvar, etc. are double/bool/string/.. variables FormHelper *gui = new FormHelper(screen); ref<Window> window = gui->add_window(Vector2i(10, 10), "Form helper example"); gui->add_group("Basic types"); gui->add_variable("bool", bvar); gui->add_variable("string", strvar); gui->add_group("Validating fields"); gui->add_variable("int", ivar); gui->add_variable("float", fvar); gui->add_variable("double", dvar); gui->add_group("Complex types"); gui->add_variable("Enumeration", enumval, enabled) ->setItems({"Item 1", "Item 2", "Item 3"}); gui->add_variable("Color", colval); gui->add_group("Other widgets"); gui->add_button("A button", [](){ std::cout << "Button pressed." << std::endl; }); screen->set_visible(true); screen->perform_layout(); window->center(); Compiling ---------------------------------------------------------------------------------------- Clone the repository and all dependencies (with ``git clone --recursive``), run CMake to generate Makefiles or CMake/Visual Studio project files, and the rest should just work automatically. On Debian/Ubuntu, make sure that you have installed the following packages .. code-block:: bash $ apt-get install cmake xorg-dev libglu1-mesa-dev To also get the Python bindings, you'll need to run .. code-block:: bash $ apt-get install python-dev On RedHat/Fedora, make sure that you have installed the following packages .. code-block:: bash $ sudo dnf install cmake mesa-libGLU-devel libXi-devel libXcursor-devel libXinerama-devel libXrandr-devel xorg-x11-server-devel To also get the Python bindings, you'll need to run .. code-block:: bash $ sudo dnf install python3-devel License ---------------------------------------------------------------------------------------- .. begin_license NanoGUI is provided under a BSD-style license that can be found in the LICENSE_ file. By using, distributing, or contributing to this project, you agree to the terms and conditions of this license. .. _LICENSE: https://github.com/wjakob/nanogui/blob/master/LICENSE.txt Note that NanoGUI ships with several fonts that use different (though similarly unencumbered) licenses, in particular `Roboto <https://github.com/google/roboto/>`_, `Inconsolata <https://github.com/googlefonts/Inconsolata>`_, and the free version of the `Font Awesome icon font <https://github.com/FortAwesome/Font-Awesome>`_ (v5.10.1). The latter two are distributed under the `SIL Open Font License Version 1.1 <https://opensource.org/licenses/OFL-1.1>`_, while Roboto is distributed under the `Apache 2.0 <https://opensource.org/licenses/Apache-2.0>`_ license. .. end_license