demo | ||
gui.c | ||
gui.h | ||
LICENSE | ||
Readme.md |
GUI
Work in progress
Features
- Immediate mode graphical user interface
- Written in C89 (ANSI C)
- Small (~2.5kLOC)
- Focus on portability and minimal internal state
- Suited for embedding into graphical applications
- No global hidden state
- No direct dependencies (not even libc!)
- Renderer and platform independent
- Complete memory management control
- Configurable
- UTF-8 supported
Layer
The gui toolkit consists of three level of abstraction. First the basic widget layer for a as pure functional as possible set of widgets functions without any kind of internal state, with the tradeoff off of a lot of boilerplate code. Second the panel layer for a static grouping of widgets into a panel with a reduced need for a lot of the boilerplate code but takes away some freedome of widget placing and introduces the state of the pannel. Finally there is the context layer which represent the complete window and enables moveable, scaleable and overlapping panels, but needs complete control over the panel management and therefore needs the most amount of internal state. Each higher level level of astraction uses the lower level(s) internally to build on but offers mostly a different API.
Widgets
Panels
Context
Memory
Input
Output
Font
Configuration
While the widgets layer offers the most configuration and even expects you to configure each and every widget, the upper levels provide you with a basic set of configurable attributes like color, padding and spacing.
FAQ
Is this project stable?
The basic API is stable while the needed backend may change. For example the draw command backend will probably be changed to support primitives instead of just using triangles with textures. Which would simplify the library a whole lot while providing more freedom and control to the user.
Where is widget X?
A number of basic widgets are provided but some of the more complex widgets like comboboxes, tables and tree views are not yet implemented. Maybe if I have more time I will look into adding them, except for comboboxes which are just discusting to implement.
Why should I use this library over ImGui
You probably shouldn't since ImGui provides a lot more features, better support and more polish. That being said ImGui is C++ and not C and therefore for people who exclusivly only use C not interesting. Furthermore while ImGui provides a way more bloat free expierence than most classic non immediate mode GUIs, it still focuses on unneeded global hidden state. And finally the biggest difference between this project and ImGui is the flexible selection of abstraction provided by this project. That beeing said I still think the ImGui team did a great job of providing a good immedate mode GUI that I don't activily try compete against since the contributors of ImGUI are a.) alot more contributers and b.) probably have more programming expierence than I do.
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 have nothing against people using C++ exspecially the new iterations with C++11 and C++14 as long as they stay away from my code. 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 whole different animal. Since libraries are designed to reach the highest number of users possible. Which brings me to ANSI C which is probably the most portable programming langauge out there. 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 our own types instead of using the standard types
Because this project is in ANSI C which does not have the header file <stdint.h>
and therefore does not provide me with fixed size types that I need . Therefore
I defined my own types which need to be set to the correct size for each
plaform. But if your development environment provides the header you can define
GUI_USE_FIXED_SIZE_TYPES
to directly use the correct types.
Why do you use Freetype? I thought there are no direct dependencies?
Freefont is no direct dependency and is only used if you specifically import
the library by defining GUI_USE_FRETYPE_FONT
. The main reason I even added
freetype was to have a basic easy way to test out the library without having to
manage font handling.
References
- Tutorial from Jari Komppa about imgui libraries
- Johannes 'johno' Norneby's article
- Casey Muratori's original introduction to imgui's
- Casey Muratori's imgui Panel design 1/2
- Casey Muratori's imgui Panel design 2/2
- ImGui: The inspiration for this project
License
(The MIT License)