dlangui 0.8.5
Cross platform GUI for D. Layouts, styles, themes, unicode, i18n, OpenGL, widget set.
To use this package, run the following command in your project's root directory:
Manual usage
Put the following dependency into your project's dependences section:
This package provides sub packages which can be used individually:
dlangui:helloworld - dlangui library example Hello World
dlangui:example1 - dlangui library example 1
dlangui:dmledit - dlangui library example DML Editor
dlangui:d3d - dlangui library example 3D Application
dlangui:tetris - dlangui library example: Tetris game
dlangui:opengl - dlangui library OpenGL example
dlangui:ircclient - dlangui library example IRC Client
dlangui:spreadsheet - dlangui library example DML Editor
Dlang UI
Cross platform GUI for D. Widgets, layouts, styles, themes, unicode, i18n, OpenGL based acceleration.
GitHub page: https://github.com/buggins/dlangui
Project site: http://buggins.github.io/dlangui
API Documentation: http://buggins.github.io/dlangui/ddox
Wiki: https://github.com/buggins/dlangui/wiki/Home
Getting Started Tutorial: https://github.com/buggins/dlangui/wiki/Getting-Started
Screenshots: http://buggins.github.io/dlangui/screenshots.html
Coding style: https://github.com/buggins/dlangui/blob/master/CODING_STYLE.md
WARNING: recent breaking change: some event listeners were renamed, e.g. onClickListener -> click, onFocusChangeListener -> focusChange... WARNING: dependencies in dlangui/deps now are git submodules (if you previously cloned them into deps directory, remove deps dir before updating dlangui project)
Main features:
- Crossplatform (Win32, OSX, and Linux are supported in current version); can use SDL2 as a backend.
- Mostly inspired by Android UI API (layouts, styles, two phase layout, ...)
- Supports highly customizable UI themes and styles
- Supports internationalization
- Hardware acceleration using OpenGL (when built with version USE_OPENGL)
- Fallback to pure Win32 API / SDL / X11 when OpenGL is not available (e.g. opengl dynamic library cannot be loaded)
- Actually it's a port (with major refactoring) of GUI library for cross platform OpenGL based implementation of Cool Reader app project from C++.
- Non thread safe - all UI operations should be preformed in single thread
- Simple 3d engine - allows to embed 3D scenes within GUI
Widgets
- Widget - base class for all widgets and widget containers, similar to Android's View
Currently implemented widgets:
- TextWidget - simple static text (TODO: implement multiline formatting)
- ImageWidget - static image
- Button - simple button with text label
- ImageButton - image only button
- TextImageButton - button with icon and label
- CheckBox - check button with label
- RadioButton - radio button with label
- SwitchWidget - switch button
- EditLine - single line edit
- EditBox - multiline editor
- VSpacer - vertical spacer - just an empty widget with layoutHeight == FILL_PARENT, to fill vertical space in layouts
- HSpacer - horizontal spacer - just an empty widget with layoutWidth == FILL_PARENT, to fill horizontal space in layouts
- ScrollBar - scroll bar
- TabControl - tabs widget, allows to select one of tabs
- TabHost - container for pages controlled by TabControl
- TabWidget - combination of TabControl and TabHost
- GridWidgetBase - abstract Grid widget
- StringGrid - grid view with strings content
- TreeWidget - tree view
- ComboBox - combo box with text items
- ToolBar - tool bar with buttons
- StatusLine - control to show misc application statuses
- AppFrame - base class for easy implementation of apps with main menu, toolbars, status bar
Layouts
Similar to layouts in Android
- LinearLayout - layout children horizontally or vertically depending on orientation
- VerticalLayout - just a LinearLayout with vertical orientation
- HorizontalLayout - just a LinearLayout with horizontal orientation
- FrameLayout - all children occupy the same place; usually only one of them is visible
- TableLayout - children are aligned into rows and columns of table
- ResizerWidget - put into LinearLayout between two other widgets to resize them using mouse
- ScrollWidget - allow to scroll its child if its dimensions are bigger than possible
- DockHost - layout with main widget and additional dockable panels around it
- DockWindow - dockable window with caption, usually to be used with DockHost
List Views
Lists are implemented similar to Android UI API.
- ListWidget - layout dynamic items horizontally or vertically (one in row/column) with automatic scrollbar; can reuse widgets for similar items
- ListAdapter - interface to provide data and widgets for ListWidget
- WidgetListAdapter - simple implementation of ListAdapter interface - just a list of widgets (one per list item) to show
Resources
Resources like fonts and images use reference counting. For proper resource freeing, always destroy widgets implicitly.
- FontManager: provides access to fonts
- Images: .png or .jpg images; if filename ends with .9.png, it's autodetected as nine-patch image (see Android drawables description)
- StateDrawables: .xml file can describe list of other drawables to choose based on widget's State (.xml files from android themes can be used directly)
- imageCache allows to cache unpacked images
- drawableCache provides access by resource id (string, usually filename w/o extension) to drawables located in specified list of resource directories.
Styles and Themes
Styles and themes are a bit similar to ones in Android API.
- Theme is a container for styles. Can be load from XML theme resource file.
- Styles are accessible in theme by string ID.
- Styles can be nested to form hierarchy - when some attribute is missing in style, value from base style will be used.
- State substyles are supported: allow to change widget appearance dynamically based on its state.
- Widgets use style attributes directly from assigned style. When some attribute is being changed in widget, it creates its own copy of base style, which allows to modify some of attributes, while getting base style attributes if they are not changed in widget. This trick can minimize memory usage for widget attributes when standard values are used.
- Current default theme is similar to one in MS Visual Studio 2013
- Resources can be either embedded into executable or loaded from external resource directory in runtime
Important notice
If build of your app is failed due to dlangui or its dependencies, probably you have not upgraded dependencies.
Try following:
dub upgrade --force-remove
dub build --force
As well, sometimes removing of dub.json.selections can help.
Win32 builds
- Under windows, uses SDL2 or Win32 API as backend.
- Optionally, may use OpenGL acceleration via DerelictGL3/WGL.
- Uses Win32 API for font rendering.
- Optinally can use FreeType for font rendering.
- Executable size for release Win32 API based build is 830K.
Build and run demo app using DUB:
git clone --recursive https://github.com/buggins/dlangui.git
cd dlangui
dub run dlangui:example1 --build=release
Run Tetris game example
dub run dlangui:tetris --build=release
To develop using Visual-D or MonoD, open dlangui.sln using Visual D (or dlangui-monod.sln for MonoD)
To avoid showing console window add win_app.def file to your package source directory and add line to your dub.json.
win_app.def:
"sourceFiles": ["$PACKAGE_DIR/src/win_app.def"]
dub.json:
"sourceFiles-windows": ["$PACKAGE_DIR/src/win_app.def"],
Mac OSX development using Mono-D
DMD, DUB, git, MonoDevelop with Mono-D plugin must be installed
Can use SDL2 or X11 as a backend.
Native Cocoa backend - work is in progress.
In some directory, e.g. ~/src/d/ :
Clone DlangUI repository
git clone --recursive https://github.com/buggins/dlangui.git
Enter dlangui directory
cd dlangui
Open solution file with Mono-D
dlangui-monod-osx.sln
Linux development using Mono-D
Install DUB, DMD, MonoDevelop with Mono-D plugin.
Required libraries: libsdl2, x11, libfreetype, libfontconfig and OpenGL.
Clone DlangUI repository
git clone https://github.com/buggins/dlangui.git
Enter dlangui directory
cd dlangui
Open solution file with Mono-D
dlangui-monod-linux.sln
Try running examples: helloworld, example1, tetris, dmledit, spreadsheet, opengl
Configurations Debug, Release, Unittest build SDL2+OpenGL versions of apps.
Configurations DebugMinimal, ReleaseMinimal, UnittestMinimal build pure SDL2 versions of apps.
If you are creating your own solution / project which uses DlangUI in Mono-D:
- Create new solution (assuming that solution directory is located in the same directory as dlangui and "Create directory for solution" option is unchecked; if no - you will need to correct pathes)
- Add / create source files of your project (e.g. copy+paste helloworld.d)
- Add dlangui library project dlangui/dlangui-monod-linux.dproj to solution
Following settings are to be applied to all configurations of your new project (Debug, Release, Unittest):
- In your project options Build/Project Dependencies - mark dlangui-monod-linux item
- In your project options Build/Compiling/Linking - check "Link in static/shared libraries from nested dependencies"
- In your project options Build/Compiling/Compiling - specify Version constants as "USEOPENGL;USESDL;USE_FREETYPE;EmbedStandardResources" (EmbedStandardResources is required if you want to embed your own additional resources into executable)
- If your project needs to embed some resources into executable (usually from "views" directory), specify all directories which contain resources in Build/Compiling/Compiling/Extra Compiler Options, e.g.:
-Jviews -Jviews/res -Jviews/res/i18n -Jviews/res/mdpi -Jviews/res/hdpi
- In your project options Build/Includes put list of import directories of DlangUI library and its dependencies, like
../dlangui/src ../dlangui/deps/DerelictSDL2/source ../dlangui/deps/DerelictFT/source ../dlangui/deps/DerelictGL3/source ../dlangui/deps/DerelictUtil/source ../dlangui/3rdparty
Now you can build and run your project.
To hack DlangIDE project, you can clone it from https://github.com/buggins/dlangide.git into the same directory dlangui is cloned to. Then just open solution dlangide/dlangide-monod-linux.sln with mono-d.
Windows development using Mono-D
Install GIT, DUB, DMD, MonoDevelop with Mono-D plugin.
Clone DlangUI repository
git clone https://github.com/buggins/dlangui.git
Enter dlangui directory
cd dlangui
Open solution file with Mono-D
dlangui-monod-windows.sln
Try running examples: helloworld, example1, tetris, dmledit, spreadsheet, opengl
Configurations Debug, Release, Unittest build SDL2+OpenGL versions of apps.
Configurations DebugMinimal, ReleaseMinimal, UnittestMinimal build pure win32 versions of apps w/o OpenGL.
If you are creating your own solution / project which uses DlangUI in Mono-D:
- Create new solution (assuming that solution directory is located in the same directory as dlangui and "Create directory for solution" option is unchecked; if no - you will need to correct pathes)
- Add / create source files of your project (e.g. copy+paste helloworld.d)
- Add dlangui library project dlangui/dlangui-monod-linux.dproj to solution
Following settings are to be applied to all configurations of your new project (Debug, Release, Unittest):
- In your project options Build/Project Dependencies - mark dlangui-monod-linux item
- In your project options Build/Compiling/Linking - check "Link in static/shared libraries from nested dependencies"
- In your project options Build/Compiling/Compiling - specify Version constants as "USEFREETYPE;USEOPENGL;EmbedStandardResources;Unicode;windows" (EmbedStandardResources is required if you want to embed your own additional resources into executable)
- If your project needs to embed some resources into executable (usually from "views" directory), specify all directories which contain resources in Build/Compiling/Compiling/Extra Compiler Options, e.g.:
-Jviews -Jviews/res -Jviews/res/i18n -Jviews/res/mdpi -Jviews/res/hdpi
- In your project options Build/Includes put list of import directories of DlangUI library and its dependencies, like
../dlangui/src ../dlangui/deps/DerelictSDL2/source ../dlangui/deps/DerelictFT/source ../dlangui/deps/DerelictGL3/source ../dlangui/deps/DerelictUtil/source
Now you can build and run your project.
To hack DlangIDE project, you can clone it from https://github.com/buggins/dlangide.git into the same directory dlangui is cloned to. Then just open solution dlangide/dlangide-monod-linux.sln with mono-d.
Windows development using VisualD
Install GIT, DUB, DMD, MS Visual Studio (e.g. Community 2013) + VisualD plugin
Clone DlangUI repository
git clone --recursive https://github.com/buggins/dlangui.git
For DlangIDE development, close dlangide project on the same directory level as dlangui is cloned:
git clone --recursive https://github.com/buggins/dlangide.git
Enter dlangui directory
cd dlangui
Open solution file with Visual-D
dlangui-msvc.sln
Try running examples: helloworld, example1, tetris, dmledit, spreadsheet, opengl
Configurations Debug, Release, Unittest build SDL2+OpenGL versions of apps.
Configurations DebugMinimal, ReleaseMinimal, UnittestMinimal build pure win32 versions of apps w/o OpenGL.
If you are creating your own solution / project which uses DlangUI in Mono-D:
- Create new solution (assuming that solution directory is located in the same directory as dlangui and "Create directory for solution" option is unchecked; if no - you will need to correct pathes)
- Add / create source files of your project (e.g. copy+paste helloworld.d)
- Add dlangui library project dlangui/dlangui-monod-linux.dproj to solution
Following settings are to be applied to all configurations of your new project (Debug, Release, Unittest):
- In your project options Build/Project Dependencies - mark dlangui-monod-linux item
- In your project options Build/Compiling/Linking - check "Link in static/shared libraries from nested dependencies"
- In your project options Build/Compiling/Compiling - specify Version constants as "USEFREETYPE;USEOPENGL;EmbedStandardResources;Unicode;windows" (EmbedStandardResources is required if you want to embed your own additional resources into executable)
- If your project needs to embed some resources into executable (usually from "views" directory), specify all directories which contain resources in Build/Compiling/Compiling/Extra Compiler Options, e.g.:
-Jviews -Jviews/res -Jviews/res/i18n -Jviews/res/mdpi -Jviews/res/hdpi
- In your project options Build/Includes put list of import directories of DlangUI library and its dependencies, like
../dlangui/src ../dlangui/deps/DerelictSDL2/source ../dlangui/deps/DerelictFT/source ../dlangui/deps/DerelictGL3/source ../dlangui/deps/DerelictUtil/source
Now you can build and run your project.
To hack DlangIDE project, you can clone it from https://github.com/buggins/dlangide.git into the same directory dlangui is cloned to. Then just open solution dlangide/dlangide-monod-linux.sln with mono-d.
Linux builds (DUB)
- Uses SDL2 as a backend.
- Uses FreeType for font rendering.
- Uses FontConfig to get list of available fonts.
- OpenGL is can be optionally used for better drawing performance.
libsdl2, libfreetype, libfontconfig
E.g. in Ubuntu, you can use following command to enable SDL2 backend builds:
sudo apt-get install libsdl2-dev
In runtime, .so for following libraries are being loaded (binary packages required):
freetype, opengl, fontconfig
Build and run on Linux using DUB:
dub run dlangui:example1
Other platforms
- Other platforms support may be added easy
Third party components used
- DerelictGL3 - for OpenGL support
- DerelictFT + FreeType library support under linux and optionally under Windows.
- DerelictSDL2 + SDL2 for cross platform support
- WindowsAPI bindings from http://www.dsource.org/projects/bindings/wiki/WindowsApi (patched)
- X11 binding when SDL2 is not used
- PNG and JPEG reading code is based on dlib sources
Hello World
// myproject.d
import dlangui;
mixin APP_ENTRY_POINT;
/// entry point for dlangui based application
extern (C) int UIAppMain(string[] args) {
// create window
Window window = Platform.instance.createWindow("My Window", null);
// create some widget to show in window
window.mainWidget = (new Button()).text("Hello world"d).textColor(0xFF0000); // red text
// show window
window.show();
// run message loop
return Platform.instance.enterMessageLoop();
}
Sample dub.json:
{
"name": "myproject",
"description": "sample DLangUI project",
"targetPath": "bin",
"targetType": "executable",
"dependencies": {
"dlangui": "~master"
}
}
Hello World using DML
DlangUI supports creation of widgets from markup.
DML - DlangUI Markup Language - similar to QML.
Example of complex UI easy created from text:
module app;
import dlangui;
mixin APP_ENTRY_POINT;
/// entry point for dlangui based application
extern (C) int UIAppMain(string[] args) {
// create window
Window window = Platform.instance.createWindow("DlangUI example - HelloWorld", null);
// create some widget to show in window
//window.mainWidget = (new Button()).text("Hello, world!"d).margins(Rect(20,20,20,20));
window.mainWidget = parseML(q{
VerticalLayout {
margins: 10
padding: 10
backgroundColor: "#C0E0E070" // semitransparent yellow background
// red bold text with size = 150% of base style size and font face Arial
TextWidget { text: "Hello World example for DlangUI"; textColor: "red"; fontSize: 150%; fontWeight: 800; fontFace: "Arial" }
// arrange controls as form - table with two columns
TableLayout {
colCount: 2
TextWidget { text: "param 1" }
EditLine { id: edit1; text: "some text" }
TextWidget { text: "param 2" }
EditLine { id: edit2; text: "some text for param2" }
TextWidget { text: "some radio buttons" }
// arrange some radio buttons vertically
VerticalLayout {
RadioButton { id: rb1; text: "Item 1" }
RadioButton { id: rb2; text: "Item 2" }
RadioButton { id: rb3; text: "Item 3" }
}
TextWidget { text: "and checkboxes" }
// arrange some checkboxes horizontally
HorizontalLayout {
CheckBox { id: cb1; text: "checkbox 1" }
CheckBox { id: cb2; text: "checkbox 2" }
}
}
HorizontalLayout {
Button { id: btnOk; text: "Ok" }
Button { id: btnCancel; text: "Cancel" }
}
}
});
// you can access loaded items by id - e.g. to assign signal listeners
auto edit1 = window.mainWidget.childById!EditLine("edit1");
auto edit2 = window.mainWidget.childById!EditLine("edit2");
// close window on Cancel button click
window.mainWidget.childById!Button("btnCancel").click = delegate(Widget w) {
window.close();
return true;
};
// show message box with content of editors
window.mainWidget.childById!Button("btnOk").click = delegate(Widget w) {
window.showMessageBox(UIString("Ok button pressed"d),
UIString("Editors content\nEdit1: "d ~ edit1.text ~ "\nEdit2: "d ~ edit2.text));
return true;
};
// show window
window.show();
// run message loop
return Platform.instance.enterMessageLoop();
}
There is DMLEdit sample app in DlangUI/examples directory.
You can run it with dub:
dub run dlangui:dmledit
It allows to edit QML text and see how it will look like when loaded into app (F5 refreshes view).
Syntax highlight, bracket matching, go to error and other useful features are implemented.
DlangIDE project
It is a project to build D language IDE using DlangUI library.
But it already can open DUB based projects, edit, build and run them.
Simple syntax highlight.
DCD integration: go to definition and autocompletion for D source code.
Project page: https://github.com/buggins/dlangide
How to build and run using DUB:
git clone https://github.com/buggins/dlangide.git
cd dlangide
dub run
- Registered by Grim Maple
- 0.8.5 released 8 years ago
- buggins/dlangui
- github.com/buggins/dlangui
- Boost
- Authors:
- Sub packages:
- dlangui:helloworld, dlangui:example1, dlangui:dmledit, dlangui:d3d, dlangui:tetris, dlangui:opengl, dlangui:ircclient, dlangui:spreadsheet
- Dependencies:
- none
- Versions:
-
0.10.8 2024-Jul-13 0.10.7 2024-Mar-11 0.10.6 2024-Mar-04 0.10.5 2024-Feb-28 0.10.4 2023-May-19 - Download Stats:
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- Score:
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- Short URL:
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