Зеркало. Это набор инструментов графического интерфейса пользователя с минимальным состоянием и немедленным режимом работы, написанный на ANSI C
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zahnrad.h added multiline editbox + fixed some bugs 2015-12-01 00:21:34 +01:00

Zahnrad

Coverity Status

This is a minimal state immediate mode graphical user interface toolkit written in ANSI C and licensed under zlib. It was designed as a simple embeddable user interface for application and does not have any direct dependencies. It does not have a default renderbackend, os window and input handling but instead provides a very modular library approach by providing a simple input state storage for input and draw commands describing primitive shapes as output. So instead of providing a layered library that tries to abstract over a number of platform and render backends it only focuses on the actual UI.

Features

  • Immediate mode graphical user interface toolkit
  • Written in C89 (ANSI C)
  • Small codebase (~8kLOC)
  • Focus on portability, efficiency, simplicity and minimal internal state
  • No global or hidden state
  • No direct dependencies
  • Configurable style and colors
  • UTF-8 support

Optional

  • Vertex buffer output
  • Font handling

Building

The library is self-contained within four different files that only have to be copied and compiled into your application. Files zahnrad.c and zahnrad.h make up the core of the library, while stb_rect_pack.h and stb_truetype.h are for a optional font handling implementation and can be removed if not needed.

  • zahnrad.c
  • zahnrad.h
  • stb_rect_pack.h (optional)
  • stb_truetype.h (optional)

There are no dependencies or a particular building process required. You just have to compile the .c file and #include zahnrad.h into your project. To actually run you have to provide the input state, configuration style and memory for draw commands to the library. After the GUI was executed all draw commands have to be either executed or optionally converted into a vertex buffer to draw the GUI.

screenshot demo node

Example

enum {EASY, HARD};
zr_size option = EASY;
zr_float value = 0.6f;

struct zr_context context;
zr_begin(&context, &window, "Show");
{
    zr_layout_row_static(&context, 30, 80, 1);
    if (zr_button_text(&context, "button", ZR_BUTTON_DEFAULT)) {
        /* event handling */
    }
    zr_layout_row_dynamic(&context, 30, 2);
    if (zr_option(&context, "easy", option == EASY)) option = EASY;
    if (zr_option(&context, "hard", option == HARD)) option = HARD;
    zr_label(&context, "Volume:", ZR_TEXT_LEFT);
    zr_slider_float(&context, 0, &value, 1.0f, 0.1f);
    zr_layout_row_end(&context);
}
zr_end(&context, &window);

example

Documentation

For code related documentation and information on how to link each single part to a whole I would recommend reading the documentation inside the zahnrad.h header file wich has information and descriptions about each part, struct, members and functions. In addition I would especially recommend reading the examples and the demo.

If you want to dive into the example code I would recommand starting with example/demo/demo.c, even if you don't know or want to use nanovg. It contains the usage code for every simple to use core part of the library while providing a good looking UI. It also introduces a small set of widgets while providing a simple example of how to do layouting.

As soon as you have a basic grip of how to use the library I would recommend looking at demo/demo.c. It only contains the actual UI part of the GUI but offers example ussage code for all widgets in the library. So it functions more as a reference to look how a widget is supposed to be used.

On how to do the platform and render backend depended part I would recommend looking at some example platform implementations for Win32 (demo/win32/win32.c) for windows and X11 (demo/x11.xlib.c) for linux. Both provide the absolute minimum needed platform dependend code without using any libraries. Finally for the most complex plaform demos it is definitely worth it to read the OpenGL examples with demo/sdl/sdl.c for zahnrad integration with SDL2, OpenGL and GLEW and demo/glfw/glfw.c for integration with GLFW, OpenGL and GLEW. They also include usage code for the optional zahnrad font handling and vertex buffer output.

The final two examples example/filex/filex.c and example/nodedit/nodedit.c both provide actual example application use cases for this library. Filex is a simple file browser for Linux and shows how to do window tiling. The node editor on the other hand is probably the more interesting of the two since it shows how far you can bend this library to your specific problem on hand.

Concept

The most important question of course is what are immediate mode graphics user interfaces and what properties, advantages and disadvantages do they have in contrast to classic retain mode graphical user interfaces. Before explaining what immediate mode stands for I think it is best to first define what it is not. First of immediate mode GUIs have NOTHING to do with immediate mode rendering. These are totally different things and this library does not need immediate mode rendering to draw. You could use immediate mode rendering to draw the UI but it is not required or the fastest drawing method. Second immediate mode GUIs has nothing to do with procedul programming. This library uses procedual programming but mainly because I use ANSI C.

So while I spend some time explaining what imguis are not the question of course is then what immediate mode GUIs are. The core difference is the different approach on how window content and drawing is handled.

Classic GUIs use an even based system while only drawing and updating the UI if necessary. The results relies heavyly on callbacks and other even more complex control flow constructs like lamdas to react to changes in the UI. Additionally most state is stored inside datastructures inside the library and UI changes consist of accessing these by removing, moving, copying and inserting widgets which is often cumbersome and an annoyance at best. Biggest upside is the control of the library to control the UI and make things easy for users because everything is stored and basically a copied state of the application inside the library. Finally not so much a problem of retain mode GUIs in itself but more a problem of existing library is that they all follow a layered API approach which dictates everything from OS window + input handling up to drawing backends, which basically makes them hard to embed into applications.

Immediate mode graphical user interfaces on the other hand are based on frame based polling on UI updates. This generally results in a design that requires almost no state inside the library and transfers a lot of control back to the user. On the other hand it is more resource intensive to update and draw the UI each frame. While definitly worrying in theory in praxis it is not an issue with todays hardware. Especially if you are able to modify your application to only update the GUI if a change of state inside the application requires it like for example user input changes.

Inherintly both approaches have their up and downsides and uses cases but for the user it often comes down of which data you prefer to create the UI out of. Classical GUIs often takes a data-driven approach of reading the UI from a file. Immediate mode GUIs on the hand are code-based UIs which generally makes them easier to use but are bound to the written code.

Overview

After it is hopefully clear what immediate mode graphical user interfaces are the question is where does zahnrad fit into this. Zahnrad in addition of being an IMGUI, leaves a lot of control in the hand of the user by using a modular approach instead of classical layering and stores as little state as possible in the library. To extend the challenge even more I decided to have no dependencies in the library and don't rely on global or hidden state. The result is a more complex API with a bigger number of user controlled parts then otherwise relying on global state but I believe the additional freedom is worth it.

The concept of zahnrad is best understood by looking at the library as a moduluar component which requires input in form of user input, style configuration, font and widgets state and output consisting of draw commands and updated widget state. In general I would divided the library roughly into memory management, font handling, style configuration, user input handling, draw command output, windows, widget layouting and widgets. I will describe each part and its connection in the library but if you want a more detailed explaination please look inside the header.