nanogui
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Minimalistic GUI library for OpenGL
NanoGUI
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.. begin_brief_description
NanoGUI is a minimalistic cross-platform widget library for OpenGL 3.x or higher. It supports automatic layout generation, stateful C++11 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 is currently in maintenance-only mode. A new and
significantly modernized/refactored version of NanoGUI with features such as
Metal/GLES/WebAssembly support is available here <https://github.com/mitsuba-renderer/nanogui>_.
.. _NanoVG: https://github.com/memononen/NanoVG .. _pybind11: https://github.com/wjakob/pybind11
.. 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 OpenGL context creation and event handling, GLAD_ to use OpenGL 3.x or higher Windows, Eigen_ for basic vector types, and NanoVG_ 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 ≥ 2015); it requires a recent C++11 capable compiler. All dependencies are jointly built using a CMake-based build system.
.. _GLFW: http://www.glfw.org/ .. _GLAD: https://github.com/Dav1dde/glad .. _Eigen: http://eigen.tuxfamily.org/index.php?title=Main_Page
.. end_long_description
Creating widgets
NanoGUI makes it easy to instantiate widgets, set layout constraints, and
register event callbacks using high-level C++11 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->setCallback([] { 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->setLayout(new BoxLayout(BoxLayout::Horizontal, BoxLayout::Middle, 0, 20));
/* Add a slider and set defaults */ Slider *slider = new Slider(panel); slider->setValue(0.5f); slider->setFixedWidth(80);
/* Add a textbox and set defaults */ TextBox *textBox = new TextBox(panel); textBox->setFixedSize(Vector2i(60, 25)); textBox->setValue("50"); textBox->setUnits("%");
/* Propagate slider changes to the text box */ slider->setCallback([textBox](float value) { textBox->setValue(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.setLayout(BoxLayout(BoxLayout.Horizontal, BoxLayout.Middle, 0, 20))
Add a slider and set defaults
slider = Slider(panel) slider.setValue(0.5f) slider.setFixedWidth(80)
Add a textbox and set defaults
textBox = TextBox(panel) textBox.setFixedSize(Vector2i(60, 25)) textBox.setValue("50") textBox.setUnits("%")
Propagate slider changes to the text box
def cb(value): textBox.setValue("%i" % int(value * 100)) slider.setCallback(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->addWindow(Eigen::Vector2i(10, 10), "Form helper example"); gui->addGroup("Basic types"); gui->addVariable("bool", bvar); gui->addVariable("string", strvar);
gui->addGroup("Validating fields"); gui->addVariable("int", ivar); gui->addVariable("float", fvar); gui->addVariable("double", dvar);
gui->addGroup("Complex types"); gui->addVariable("Enumeration", enumval, enabled) ->setItems({"Item 1", "Item 2", "Item 3"}); gui->addVariable("Color", colval);
gui->addGroup("Other widgets"); gui->addButton("A button", { std::cout << "Button pressed." << std::endl; });
screen->setVisible(true); screen->performLayout(); 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
NanoGUI uses Daniel Bruce's Entypo+ <http://www.entypo.com/>_ font for the
icons used on various widgets. This work is licensed under a
CC BY-SA 4.0 <https://creativecommons.org/licenses/by-sa/4.0/>_ license.
Commercial entities using NanoGUI should consult the proper legal counsel for
how to best adhere to the attribution clause of the license.
.. end_license