Зеркало. Это набор инструментов графического интерфейса пользователя с минимальным состоянием и немедленным режимом работы, написанный на ANSI C
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gui.h fixed some stuff + created extensive demo 2015-05-09 14:11:55 +02:00
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GUI

This is a bloat free stateless immediate mode graphical user interface toolkit written in ANSI C. It was designed as a embeddable user interface for graphical application and does not have any direct dependencies. The main premise of this toolkit is to be as stateless and simple but at the same time as powerful as possible with fast streamlined development speed in mind.

Features

  • Immediate mode graphical user interface toolkit
  • Written in C89 (ANSI C)
  • Small codebase (~3kLOC)
  • Focus on portability and minimal internal state
  • Suited for embedding into graphical applications
  • No global hidden state
  • No direct dependencies (not even libc!)
  • Full memory management control
  • Renderer and platform independent
  • Configurable
  • UTF-8 support

Limitations

  • Does NOT provide os window/input management
  • Does NOT provide a renderer backend
  • Does NOT implement a font library
    Summary: It is only responsible for the actual user interface

Example

struct gui_input input = {0};
struct gui_config config;
struct gui_font font = {...};
struct gui_memory memory = {...};
struct gui_command_buffer buffer;
struct gui_panel panel;

gui_default_config(&config);
gui_panel_init(&panel, 50, 50, 220, 170,
    GUI_PANEL_BORDER|GUI_PANEL_MOVEABLE|
    GUI_PANEL_CLOSEABLE|GUI_PANEL_SCALEABLE|
    GUI_PANEL_MINIMIZABLE, &config, &font);
gui_buffer_init_fixed(buffer, &memory, GUI_CLIP);

while (1) {
    gui_input_begin(&input);
    /* record input */
    gui_input_end(&input);

    struct gui_canvas canvas;
    struct gui_command_list list;
    struct gui_panel_layout layout;
    struct gui_memory_status status;

    gui_buffer_begin(&canvas, &buffer, window_width, window_height);
    gui_panel_begin(&layout, &panel, "Demo", &canvas, &input);
    gui_panel_row(&layout, 30, 1);
    if (gui_panel_button_text(&layout, "button", GUI_BUTTON_DEFAULT)) {
        /* event handling */
    }

    gui_panel_row(&layout, 30, 2);
    if (gui_panel_option(&layout, "easy", option == 0)) option = 0;
    if (gui_panel_option(&layout, "hard", option == 1)) option = 1;

    gui_panel_label(&layout, "input:", GUI_TEXT_LEFT);
    len = gui_panel_edit(&layout, buffer, len, 256, &active, GUI_INPUT_DEFAULT);
    gui_panel_end(&layout, &panel);
    gui_buffer_end(&list, &buffer, &canvas, &status);

    const struct gui_command *cmd = gui_list_begin(&list);
    while (cmd) {
        /* execute command */
        cmd = gui_list_next(&list, cmd);
    }
}

gui screenshot

IMGUIs

Immediate mode in contrast to classical retained mode GUIs store as little state as possible by using procedural function calls as "widgets" instead of storing objects. Each "widget" function call takes hereby all its necessary data and immediately returns the through the user modified state back to the caller. Immediate mode graphical user interfaces therefore combine drawing and input handling into one unit instead of separating them like retain mode GUIs.

Since there is no to minimal internal state in immediate mode user interfaces, updates have to occur every frame which on one hand is more drawing expensive than classic retained GUI implementations but on the other hand grants a lot more flexibility and support for overall layout changes. In addition without any state there is no duplicated state between your program, the gui and the user which greatly simplifies code. Further traits of immediate mode graphic user interfaces are a code driven style, centralized flow control, easy extensibility and understandability.

Input

The gui_input struct holds the user input over the course of the frame and manages the complete modification of widget and panel state. Like the panel and buffering, input is an immediate mode API and consist of an begin sequence point with gui_input_begin and a end sequence point with gui_input_end. All modifications can only occur between both of these sequence points while all outside modifcation provoke undefined behavior.

struct gui_input input = {0};
while (1) {
    gui_input_begin(&input);
    /* record input */
    gui_input_end(&input);
}

Font

Since there is no direct font implementation in the toolkit but font handling is still an aspect of a gui implemenatation the gui struct was introduced. It only contains the bare minimum of what is needed for font handling with a handle to your font structure, the font height and a callback to calculate the width of a given string.

Configuration

The gui toolkit provides a number of different attributes that can be configured, like spacing, padding, size and color. While the widget API even expects you to provide the configuration for each and every widget the panel layer provides you with a set of attributes in the gui_config structure. The structure either needs to be filled by the user or can be setup with some default values by the function gui_default_config. Modification on the fly to the gui_config struct is in true immediate mode fashion possible and supported.

Canvas

The Canvas is the abstract drawing interface between the GUI toolkit and the user and contains drawing callbacks for the primitives scissor, line, rectangle, circle, triangle, bitmap and text which need to be provided by the user. Main advantage of using the raw canvas instead of using buffering is that no memory to buffer all draw command is needed. Instead you can directly draw each requested primitive. The downside is setting up the canvas structure and the fact that you have to draw each primitive immediately. Internally the canvas is used to implement the buffering of primitive draw commands, but can be used to implement a different buffering scheme like buffering vertexes instead of primitives.

Buffering

For the purpose of deferred drawing or the implementation of overlapping panels the command buffering API was added. The command buffer hereby holds a queue of drawing commands for a number of primitives eg.: line, rectangle, circle, triangle and text. The memory for the command buffer is provided by the user in three possible ways. First by providing a fixed size memory block which will be filled up until no memory is left. The second way is extending the fixed size memory block by reallocating at the end of the frame if the provided memory size was not sufficient. The final and most complex way of memory management is by providing allocator callbacks with alloc, realloc and free. In true immediate mode fashion the buffering API is based around sequence points with a begin sequence point gui_buffer_begin and a end sequence point gui_buffer_end and modification of state between both points. Just like the input API the buffer modification before the beginning or after the end sequence point is undefined behavior.

struct gui_allocator allocator = {...};
struct gui_memory_status status;
struct gui_command_list list;
struct gui_command_buffer buffer;
gui_buffer_init(buffer, &allocator, 2.0f, INITAL_SIZE, 0);

while (1) {
    struct gui_canvas canvas;
    gui_buffer_begin(&canvas, &buffer, window_width, window_height);
    /* add commands by using the canvas */
    gui_buffer_end(&list, buffer, &status);
}

For the purpose of implementing multible panels, sub buffers were implemented. With sub buffers you can create one global buffer which owns the allocated memory and sub buffers which directly reference the global buffer. The biggest advantage is that you do not have to allocate a buffer for each panel and boil down the memory management to a single buffer.

struct gui_memory memory = {...};
struct gui_memory_status status;
struct gui_command_list list;
struct gui_command_buffer buffer;
gui_buffer_init_fixed(buffer, &memory);

while (1) {
    struct gui_canvas canvas;
    struct gui_command_buffer sub;

    gui_buffer_begin(NULL, &buffer, width, height);
    gui_buffer_lock(&canvas, &buffer, &sub, 0, width, height);
    /* add commands by using the canvas */
    gui_buffer_unlock(&list, &buffer, &sub, &canvas, NULL);
    gui_buffer_end(NULL, &buffer, NULL, &status);
}

Widgets

The minimal widget API provides a number of basic widgets and is designed for uses cases where no complex widget layouts or grouping is needed. In order for the GUI to work each widget needs a canvas to draw to, positional and widgets specific data as well as user input and returns the from the user input modified state of the widget.

struct gui_input input = {0};
struct gui_font font = {...};
struct gui_canvas canvas = {...};
struct gui_button style = {...};

while (1) {
    if(gui_button_text(&canvas, 0, 0, 100, 30, "ok", GUI_BUTTON_DEFAULT, &style, &input, &font))
        fprintf(stdout, "button pressed!\n");
}

Panels

To further extend the basic widget layer and remove some of the boilerplate code the panel was introduced. The panel groups together a number of widgets but in true immediate mode fashion does not save any state from widgets that have been added to the panel. In addition the panel enables a number of nice features on a group of widgets like movement, scaling, closing and minimizing. An additional use for panel is to further extend the grouping of widgets into tabs, groups and shelfs. The panel is divided into a struct gui_panel with persistent life time and the struct gui_panel_layout structure with a temporary life time. While the layout state is constantly modified over the course of the frame, the panel struct is only modified at the immediate mode sequence points gui_panel_begin and gui_panel_end. Therefore all changes to the panel struct inside of both sequence points have no effect in the current frame and are only visible in the next frame.

struct gui_panel panel;
struct gui_config config;
struct gui_font font = {...}
struct gui_input input = {0};
struct gui_canvas canvas = {...};
gui_default_config(&config);
gui_panel_init(&panel, 50, 50, 300, 200, 0, &config, &font);

while (1) {
    struct gui_panel_layout layout;
    gui_panel_begin(&layout, &panel, "Demo", &canvas, &input);
    gui_panel_row(&layout, 30, 1);
    if (gui_panel_button_text(&layout, "button", GUI_BUTTON_DEFAULT))
        fprintf(stdout, "button pressed!\n");
    value = gui_panel_slider(&layout, 0, value, 10, 1);
    progress = gui_panel_progress(&layout, progress, 100, gui_true);
    gui_panel_end(&layout, &panel);
}

Stack

While using basic panels is fine for a single movable panel or a big number of static panels, it has rather limited support for overlapping movable panels. For that to change the panel stack was introduced. The panel stack holds the basic drawing order of each panel so instead of drawing each panel individually they have to be drawn in a certain order. The biggest problem while creating the API was that the buffer has to saved with the panel, but the type of the buffer is not known beforehand since it is possible to create your own buffer type. Therefore just the sequence of panels is managed and you either have to cast from the panel to your own type, use inheritance in C++ or use the container_of macro from the Linux kernel. For the standard buffer there is already a type gui_window which contains the panel and the buffer output gui_command_list, which can be used to implement overlapping panels.

struct gui_window window;
struct gui_memory memory = {...};
struct gui_memory_status status;
struct gui_command_buffer buffer;
struct gui_config config;
struct gui_font font = {...}
struct gui_input input = {0};
struct gui_stack stack;

gui_buffer_init_fixed(buffer, &memory);
gui_default_config(&config);
gui_panel_init(&win.panel, 50, 50, 300, 200, 0, &config, &font);
gui_stack_clear(&stack);
gui_stack_push(&stack, &win.panel);

while (1) {
    struct gui_panel_layout layout;
    struct gui_canvas canvas;

    gui_buffer_begin(&canvas, &buffer, window_width, window_height);
    gui_panel_begin_stacked(&layout, &win.panel, &stack, "Demo", &canvas, &input);
    gui_panel_row(&layout, 30, 1);
    if (gui_panel_button_text(&layout, "button", GUI_BUTTON_DEFAULT))
        fprintf(stdout, "button pressed!\n");
    gui_panel_end(&layout, &win.panel);
    gui_buffer_end(&win.list, buffer, &status);

    /* draw each panel */
    struct gui_panel *iter = stack.begin;
    while (iter) {
        const struct gui_window *w = iter;
        const struct gui_command *cmd = gui_list_begin(&w->list);
        while (cmd) {
            /* execute command */
            cmd = gui_list_next(&w->list, cmd);
        }
        iter = iter->next;
    }
}

FAQ

Where is the demo/example code?

The demo and example code can be found in the demo folder. There is demo code for Linux(X11), Windows(win32) and OpenGL(SDL2, freetype). As for now there will be no DirectX demo since I don't have experience programming with DirectX but you are more than welcome to provide one.

Why did you use ANSI C and not C99 or C++?

Personally I stay out of all "discussions" about C vs C++ since they are totally worthless and never brought anything good with it. The simple answer is I personally love C and have nothing against people using C++ especially the new iterations with C++11 and C++14. While this hopefully settles my view on C vs C++ there is still ANSI C vs C99. While for personal projects I only use C99 with all its niceties, libraries are a little bit different. Libraries are designed to reach the highest number of users possible which brings me to ANSI C as the most portable version. In addition not all C compiler like the MSVC compiler fully support C99, which finalized my decision to use ANSI C.

Why do you typedef your own types instead of using the standard types?

This Project uses ANSI C which does not have the header file <stdint.h> and therefore does not provide the fixed sized types that I need. Therefore I defined my own types which need to be set to the correct size for each platform. But if your development environment provides the header file you can define GUI_USE_FIXED_SIZE_TYPES to directly use the correct types.

Why is font/input/window management not provided?

As for window and input management it is a ton of work to abstract over all possible platforms and there are already libraries like SDL or SFML or even the platform itself which provide you with the functionality. So instead of reinventing the wheel and trying to do everything the project tries to be as independent and out of the users way as possible. This means in practice a little bit more work on the users behalf but grants a lot more freedom especially because the toolkit is designed to be embeddable.

The font management on the other hand is litte bit more tricky. In the beginning the toolkit had some basic font handling but I removed it later. This is mainly a question of if font handling should be part of a gui toolkit or not. As for a framework the question would definitely be yes but for a toolkit library the question is not as easy. In the end the project does not have font handling since there are already a number of font handling libraries in existence or even the platform (Xlib, Win32) itself already provides a solution.

References

License

(The MIT License)