WASM demo: https://floooh.github.io/sokol-html5/sgl-microui-sapp.html
Source code: https://github.com/floooh/sokol-samples/blob/master/sapp/sgl...
The renderer backend is just a bunch of C functions you need to provide:
https://github.com/floooh/sokol-samples/blob/3f4185a8578cd2b...
It's also interesting to compare the binary sizes:
microui sample (https://floooh.github.io/sokol-html5/sgl-microui-sapp.html): 79.6 KBytes compressed download
Nuklear sample (https://floooh.github.io/sokol-html5/nuklear-sapp.html): 155 kb compressed download
Dear ImGui sample (https://floooh.github.io/sokol-html5/imgui-sapp.html): 491 KB compressed download
Will share source code if someone is interested, but key bits:
- had a small JS glue layer using CanvasRenderingContext2D to render
- made a `wasm32-freestanding` build to lower the wasm bundle size, which meant shimming the bits of the libc microui uses
I use pygtk and dont have to fiddle with lower level stuff
It first said "that's a ton of work" to which I said, "Really? A basic IMGUI needs a texture with glyphs. The abiltiy to draw textured rectangles with vertex colors. Scissor support for clipping. Some hit testing." and it was like, "yea, you're right", and a few mins later it wrote what I needed.
I'm not saying you shouldn't use this library.
I will mention, however, it's kinda abandonware at this point. There is some bug with the draw call iterator which does a misaligned pointer access, which, if your environment is set up to catch that, can get annoying (Zig for example panics on it). There's a github issue that some have used as reason to fork it but all the forks I tried were subtly wrong, for what that's worth.
I think it's reasonable to just patch it yourself if it doesn't work with your other tools (Zig). Though thank you for sharing the heads up.
That's sad. I'm a fan of rxi's work, including this one.
Cosmopolitan Libc has since integrated the bits to make OpenGL work in cross-platform binaries and it's awesome.
https://github.com/raysan5/raygui
But I found it pretty straightforward (and satisfying) to just build my own gui functions/widgets with raylib (inspired by raygui).
https://github.com/dsego/strobe-tuner/blob/main/app/gui.odin
o Tiny: around 1100 sloc of ANSI C
o Works within a fixed-sized memory region: no additional memory is allocated
o Built-in controls: window, scrollable panel, button, slider, textbox, label, checkbox, wordwrapped text
o Works with any rendering system that can draw rectangles and text
o Designed to allow the user to easily add custom controls
o Simple layout system"
https://gitlab.com/bztsrc/smgui
I don't like immediate-mode, because you must handle everything in the same thread, so mine is a state-mode GUI.
For immediate-mode and ANSI C, there's also Nuklear:
https://github.com/Immediate-Mode-UI/Nuklear
This latter has all the bells and whistles.
Dear ImGui [0] is without a doubt the most prevalent immediate mode UI library. It does not have native accessibility features, but that hasn't stopped companies such as Intel, Meta, IKEA and Google from shipping products built upon it. It's also used in a ton of games.
Calling Dear ImGui a toy project at this point would be like calling Unreal Engine a toy project.
It's a shame accessibility support is not more widespread, and furthermore it's a shame that it is so laborious to add it.
It is sad that the world is so hung up on unicode and things like accessibility that we all have to submit to the tyranny of browser layers!
Like a debug UI in a game engine, or in an embedded device that doesn't even have input for a13y.
Really insane comment TBH
Lvgl is 440kloc across 1134 files (in the src directory), while microui is 1121 lines of code in one .c and one .h file.
Microui is immediate mode, very minimal and 'bring your own renderer'. Probably most useful for adding a small debugging UI to a 3D game/app.
You plug it into your project and it can be rendered on anything that can push pixels and/or triangles to the screen. Events from windowing system go in, list of triangles comes out.
This is intended to be used with OpenGL, Vulkan, D3D and other graphics environment and used in cases where integrating a "real" GUI toolkit would be more trouble than it's worth.
Other popular libs like Dear Imgui or Egui work the same way.
question is how produce sms-message like text widget, with alligment like iphone