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ofxMightyUI

Instructions are not exactly up to date.

Active working ongoing in the fs2 branch


TODO:

  • ☑︎ use dependencies instead of including everything (ofxUnicode, ofxEasyRetina, ofxFontStash)
  • ☑︎ switch from poco events to ofEvent (same behind the scenes, but nicer to use)
  • ☑︎ moving files around to follow ofx addon standard. already sortof works with project generator. hurray!
  • ☐ hm... seems the project generator doesn't set up copying of data files?
    Yep, that's the case!
  • ☐ test with new pg (project generator)
  • ☐ test android (+retina)
  • ☐ test ios (+retina)
  • ☑︎ test windows (is there retina?)
  • ☐ finish textfield overlays --> or make simple textfield? --> look into stb_textedit https://github.com/nothings/stb/blob/master/stb_textedit.h
  • ☐ stupid mobile rotation issues
  • ☑︎ see if i can depend on the "proper" ofxFontStash
    Don't care for now. Waiting for fontstash2 to look
  • ☑︎ cleanup include structure. how does it even compile?
  • ☑︎ make a basic example
  • ☐ window size is very confused until the window is resized once (esp one windows)
  • ☑︎ possible speed gain when combining textureatlas of fontstash and mui ui elements? (no switching textures -> drawArrays becomes non blocking?) --> better to collect draw commands as long as possible.
  • clean up layouting mess --> getting there

TODO OSX:

  • ☑︎ what is needed for the user to enable retina? [should be supported] -> add the high resolution capable option to the plist
  • Copy Resources: cp -R ../../../addons/ofxMightyUI/bin/data/* "$TARGET_BUILD_DIR/$PRODUCT_NAME.app/Contents/Resources/" can this be done with projectgen? --> not at the moment. not gonna mess around to get this to work.

TODO WINDOWS:

  • ☐ what is need to detect retina? (using scaleFactor already works very nicely)
  • Copy Resources: Go to Project settings, choose "all configurations". Then go to Build Events>Post-Build Events add this to the command line:
    xcopy /e /i /y "$(ProjectDir)..\..\..\addons\ofxMightyUI\bin\data\mui" "$(ProjectDir)bin\data\mui"

A handy UI addon for openFrameworks.

Features

This is very much a work in progress. The following works:

  • Windows (draggable, with titles and optional left/right toolbar buttons)
  • Labels (with all sorts of alignments)
  • Sliders (multitouch enabled, optionally with value labels)
  • Buttons
  • Textfields (operating system textfield is overlayed during editing so it allows copy&paste)
  • Scrollpanes
  • Segmented buttons (the equivalent of radio buttons in a way)
  • Retina support

Setup

Download the current master branch, either as zip or clone from git with

cd OF/addons
git clone https://github.com/kritzikratzi/ofxMightyUI.git

All platforms

Edit addons.make and add this line:

ofxMightyUI

With this alone makefile builds should already work.

iOS

outdated, this is much easier now

  • Add the folder addons/ofxMightyUI/src to your XCode project
  • Go to Project>Targets>emptyExample>Build Phases>Link Binary with Libraries. Click the '+' icon and add the CoreText framework.
  • Go to Project>Targets>emptyExample>Build Phases>Run Script and add
    cp -rf ../../../addons/ofxMightyUI/bin/data/ "$TARGET_BUILD_DIR/$PRODUCT_NAME.app"

MacOS X

outdated, this is much easier now

  • Add the folder addons/ofxMightyUI/src to your XCode project.
  • Go to Project>Targets>emptyExample>Build Phases>Run Script and add
    cp -rf ../../../addons/ofxMightyUI/bin/data/ "$TARGET_BUILD_DIR/$PRODUCT_NAME.app/Contents/Resources"

Windows

outdated, this is much easier now

  • Create a groups (filters) for ofxMightyUI

  • Add all .cpp and .h from those folders to their respective groups

  • Go to Project>Properties, choose "All configurations" from the dropdown on top

  • Go to C/C++>General and edit additional include directories. Add the following
    ..\..\..\addons\ofxMightyUI\src
    ..\..\..\addons\ofxMightyUI\src\fontstash

  • Go to Build Events>Post-Build Events and add this to command line:
    xcopy /e /i /y "$(ProjectDir)..\..\..\addons\ofxMightyUI\bin\data\mui" "$(ProjectDir)bin\data\mui"

Android

outdated, this is much easier now

  • Refresh your project view (press F5), the ofxMightyUI subproject should show up
  • Right click>Resource Configuration>Exclude From Build>Release and Debug for these folders:
    • ofxMightyUI/addons/ofxFBO
    • ofxMightyUI/addons/ofxEasyRetina
    • ofxMightyUI/addons/ofxMUI/native
    • ofxMightyUI/addons/ofxMUI/native-osx
    • ofxMightyUI/src

Also find the excludes section in config.make and add those same folders:

PROJECT_EXCLUSIONS = $(PROJECT_ROOT)/ofxMightyUI/addons/ofxFBO
PROJECT_EXCLUSIONS += $(PROJECT_ROOT)/ofxMightyUI/addons/ofxEasyRetina
PROJECT_EXCLUSIONS += $(PROJECT_ROOT)/ofxMightyUI/addons/ofxMUI/native
PROJECT_EXCLUSIONS += $(PROJECT_ROOT)/ofxMightyUI/addons/ofxMUI/native-osx
PROJECT_EXCLUSIONS += $(PROJECT_ROOT)/ofxMightyUI/src

Usage

There's a longer example in the src/ folder.

testApp.h

#include "MUI.h"

class testApp{
	// Root element to which you can add your UI elements
	mui::Root *root;
	
	mui::Button * button;
	mui::SliderWithLabel * slider; 
	
	// callback used for the button onPress
	void onButtonPress( const void* sender, ofTouchEventArgs &args ); 
}

testApp.cpp

void testApp::setup(){	
	...
	
	// create root element
	root = new mui::Root();
	
	// create button and register add listener
	button = new mui::Button( "Button", 20, 200, 70, 30 ); 
	ofAddListener( button->onPress += this, &testApp::onButtonPress );
	root->add( button ); 
}

//--------------------------------------------------------------
void testApp::onButtonPress( const void* sender, ofTouchEventArgs &args ){
	cout << "the button was pressed!" << endl; 
}

Licensing

Third party software/assets used:

The project itself is released under WTFPL.

About

In the long run this is supposed to be a small but flexible UI library that runs cross-platform with multitouch support.

The library aims to only provide a minimal set of elements needed for basic interactive artworks: sliders, segmented controls, buttons, labels, toolbars/navigation bars, internal windows, textfields

ofxMightyUI is (and most likely won't be suitable) as neither a proper GUI replacement or as a scenegraph. turns out: it is a neat little scenegraph. so maybe yes.

About

a mighty ui library for openframeworks

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