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GAMES-Learner/nanogui

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NanoGUI

Travis Build Status NanoVG by Mikko Mononen. Python bindings of all functionality are provided using 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 See Entypo icon font has been replaced by Documentation

  6. Example screenshot

    Screenshot of Example 1.

    Description

    NanoGUI builds on GLAD to access OpenGL functionality on Windows, and 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.

    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.

    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).

    /* 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:

    # 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.

    Screenshot
    /// 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

    $ apt-get install cmake xorg-dev libglu1-mesa-dev
    

    To also get the Python bindings, you'll need to run

    $ apt-get install python-dev
    

    On RedHat/Fedora, make sure that you have installed the following packages

    $ 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

    $ sudo dnf install python3-devel
    

    License

    NanoGUI is provided under a BSD-style license that can be found in the Roboto, Font Awesome icon font (v5.10.1). The latter two are distributed under the Apache 2.0 license.

Copyright (c) 2017 Wenzel Jakob <wenzel.jakob@epfl.ch>, All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. 3. Neither the name of the copyright holder nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. You are under no obligation whatsoever to provide any bug fixes, patches, or upgrades to the features, functionality or performance of the source code ("Enhancements") to anyone; however, if you choose to make your Enhancements available either publicly, or directly to the author of this software, without imposing a separate written license agreement for such Enhancements, then you hereby grant the following license: a non-exclusive, royalty-free perpetual license to install, use, modify, prepare derivative works, incorporate into other computer software, distribute, and sublicense such enhancements or derivative works thereof, in binary and source code form.
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