Pure Nim, easy to use and flexible UI framework. https://levovix0.github.io/sigui/apidocs/sigui.html
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Pure Nim, easy to use and flexible UI framework.
Not quite ready for production
Sigui is inspired by QtQuick.
see also: tests
https://github.com/levovix0/sigui/assets/53170138/9509e245-2701-4dba-8237-a83f480aa635
import sigui, siwin
let win = newOpenglWindow(size=ivec2(1280, 720), title="Hello sigui").newUiWindow
win.makeLayout:
- UiRect():
this.centerIn(parent)
this.w[] = 100
this.binding h: this.w[]
var state = 0.property
this.binding color:
(
case state[]
of 0: color(1, 0, 0)
of 1: color(0, 1, 0)
else: color(0, 0, 1)
).lighten(if mouse.hovered[]: 0.3 else: 0)
- this.color.transition(0.4's)
- MouseArea() as mouse:
this.fill(parent)
this.mouseDownAndUpInside.connectTo root:
state[] = (state[] + 1) mod 3
this.cursor = (ref Cursor)(kind: builtin, builtin: pointingHand)
run win.siwinWindow
https://github.com/levovix0/sigui/assets/53170138/409cb2a3-5299-48a6-b01e-d8b7bb951fbb
import sigui/[uibase, mouseArea, animations, dolars]
type
Switch* = ref object of Uiobj
enabled*: Property[bool] = true.property
isOn*: Property[bool]
color*: Property[Col] = color(0, 0, 0).property
registerComponent Switch
method init*(this: Switch) =
if this.initialized: return
procCall this.super.init()
this.isOn.changed.connectTo this, val:
echo this
this.makeLayout:
this.w[] = 40
this.h[] = 20
- MouseArea() as mouse:
this.fill(parent)
this.mouseDownAndUpInside.connectTo root:
if root.enabled[]:
root.isOn[] = not root.isOn[]
- UiRectBorder():
this.fill(parent)
this.binding radius: min(this.w[], this.h[]) / 2 - 2
this.borderWidth[] = 2
this.color[] = "aaa"
- UiRect():
this.centerY = parent.center
this.binding w: min(parent.w[], parent.h[]) - 8
this.binding h: this.w[]
this.binding radius: this.w[] / 2
this.binding x:
if root.isOn[]:
parent.w[] - this.w[] - 4
else:
4'f32
this.binding color: root.color[]
- this.x.transition(0.4's):
this.interpolation[] = outCubicInterpolation
this.newChildsObject = mouse
when isMainModule:
preview(clearColor = color(1, 1, 1), margin = 20, withWindow = proc: Uiobj =
var r = Switch()
init r
r
)
var event: Event[int]
var eventHandler: EventHandler
event.connect eventHandler, proc(e: int) =
echo e
event.connectTo eventHandler, val:
echo "another ", val
event.emit 10
Events can be connected to EventHandler or HasEventHandler object. note that Uiobj fits HasEventHandler concept.
You can check event.hasHandlers
for optimizing if you need to do complex logic to emit event. Don't do work if no one notice!
var x: Property[int]
var y = CustomProperty[int](
get: proc(): int = 1
set: proc(v: int) = echo v
)
var eh: EventHandler
x.changed.connectTo eh:
echo "x changes observed by event handler"
eh.bindingValue y[]: x[]
x[] = 10 # both "x changes observed by event handler" and "10"
Property[T]
is container for T, wrapping variable into property
CustomProperty[T]
instead holds get and set closures
AnyProperty[T]
is concept:
type AnyProperty[T] = concept a, var v
a[] is T
a[] = T
a.changed is Event[T]
a{} is T
a{} = T
prop{}
/prop{}=
can be used instead of prop[]
/prop[]=
to not emit changed event.
binding
macros macros group will automatically subscribe to all properties' change events if they are mentioned. It isn't magic, binding macro will determine smth like it is property if you call []
on it (which is get proc).
There is:
uiobj.binding prop: ...
: binds property that is field named prop
inside uiobj
eh.bindingValue val: ...
binds to assignment to val
eh.bindingProc f: ...
bind to call f(eh, body). Useful for nim-like properties (image=, len=, etc.)type
MyComponent = ref object of Uiobj
myState*: Property[int]
myInternalState: int
registerComponent MyComponent
method init*(this: MyComponent) =
if this.initialized: return
procCall this.super.init()
this.myState.changed.connectTo this, val:
this.myInternalState = val
this.makeLayout:
- UiRect():
this.fill parent
# ...
- MyComponent():
# implicitly called init
# ...
Ui object is viewable and temporary state container.
Components are usually implemented as Ui objects. It is good practice to use composition to make your own components.
Global position of child ui object is global position of its parent plus its x and y. Global position is position from top-left courner of window. All positions is counted in pixels.
Ui objects can receive signals.
import fusion/matching
type
MySignal = object of SubtreeSignal
val: int
method recieve*(this: MyComponent, signal: Signal) =
case signal
of of MySignal(val: @val):
echo val
# note: not calling this.super.recieve(signal) to not send MySignal to this object childs and not emit this.onSignal
else:
procCall this.super.recieve(signal)
# ...
obj.parentUiWindow.recieve MySignal(val: 10)
# or
obj.recieve MySignal(val: 10)
Signals is global "events", recieved by all ui objects in hierarchy. Window events is signals.
Signals are more useful than events when you need to control order in which signals are handled.
Ui objects also have onSignal event.
Animation is just interpolation between 2 values over time and doing action using this value.
Transition is just animation, that is subscribed to property changing, and its action is changing property.
Interpolation modifier (which is function, that takes float between 0..1 and returns modified float value around 0..1) can be attached to animation via anim.intermolation[]=
Built-in interpolation modifiers:
linearInterpolation
(default)outSquareInterpolation
and outQubicInterpolation
- faster at start, slower at endinSquareInterpolation
and inQubicInterpolation
- slower at start, faster at endoutBounceInterpolation
- like outSquare, but goes above target value and back at endinBounceInterpolation
- like inSquare, but goes under start value at startnot to be confused with makeLayout macro
- Layout():
this.h[] = 720
this.spacing[] = 10
this.wrapSpacing[] = 20
this.orientation[] = vertical
this.wrapHugContent[] = true
this.fillWithSpaces[] = true
this.consistentSpacing[] = true
this.wrap[] = true
this.elementsBeforeWrap[] = 3
this.binding lengthBeforeWrap: this.w[]
- UiRect():
this.w[] = 20
this.w[] = 30
- InLayout():
this.alignment[] = center
- UiRect():
this.w[] = 10
this.h[] = 10
- UiRect():
this.w[] = 30
this.w[] = 20
type
MyLayout = ref object of Uiobj
changableChild: CustomProperty[UiRect]
registerComponent MyLayout
let x = MyLayout()
x.makeLayout:
- UiRect():
this.fill parent
this.binding color: rect2.color[].darken(0.5) # objects created and aliased using `as` can be referenced before declaration
- UiRect() as rect2:
this.w[] = 20
this.w[] = 30
this.color[] = color(1, 1, 1)
root.changableChild --- UiRect():
# actions in this body will be executed when root.changableChild is changed
this.fill(parent, 2, 4)
yes, centering component is just this.centerIn parent
, is it so hard, html?
- UiRect():
this.fill parent
this.color[] = color(0, 1, 0)
- UiRect() as rect:
this.left = parent.center
this.right = parent.right
this.bottom = parent.bottom - 10 # -i always means up/left and +i means down/right, even if theese all are bottom anchors
this.color[] = color(1, 0, 0)
- UiRect():
this.centerX = rect.left
this.centerY = parent.center + 1
this.color[] = color(0, 0, 1)
Unlike other ui libs, sigui don't have z-indices. Instead, you can directly specify component before
, after
or beforeChilds
your component should be rendered.
- UiRect():
#...
- UiRect() as rect:
this.drawLayer = before parent
- UiRect():
this.drawLayer = after rect
import shady
type ChessTiles = ref object of Uiobj
tileSize: float
registerComponent ChessTiles
method draw*(this: ChessTiles, ctx: DrawContext) =
this.drawBefore(ctx)
if this.visibility == visible:
let shader = ctx.makeShader:
{.version: "330 core".}
proc vert(
gl_Position: var Vec4,
pos: var Vec2,
ipos: Vec2,
transform: Uniform[Mat4],
size: Uniform[Vec2],
px: Uniform[Vec2],
) =
# default sigui specific transformation to correct locate component on screen
# and convert opengl's coordinate system (-1..1) to sigui's coordinate system (0..windowSize_inPixels)
# out `pos` is component-local (0..componentSize_inPixels)
transformation(gl_Position, pos, size, px, ipos, transform)
# don't use it if you don't need it (and don't call `ctx.passTransform` if so)
proc frag(
glCol: var Vec4,
pos: Vec2,
tileSize: Uniform[float],
) =
if (
(pos.x - ((pos.x / (tileSize * 2)).floor * (tileSize * 2)) >= tileSize) ==
(pos.y - ((pos.y / (tileSize * 2)).floor * (tileSize * 2)) >= tileSize)
):
glCol = vec4(1, 1, 1, 1)
else:
glCol = vec4(0, 0, 0, 1)
glEnable(GlBlend)
glBlendFuncSeparate(GlOne, GlOneMinusSrcAlpha, GlOne, GlOne)
use shader.shader
ctx.passTransform(shader, pos=(this.xy[].posToGlobal(this.parent) + ctx.offset).round, size=this.wh[].round, angle=0)
shader.tileSize.uniform = this.tileSize
draw ctx.rect
glDisable(GlBlend)
this.drawAfter(ctx)
https://github.com/levovix0/sigui/assets/53170138/56007317-7558-459d-bf79-ff9b44b7ac6b
Text area allows user to write text.
It has .active property.
It is cropped.
Configure .allowedInteractions if you need somthing advanced.
const typefaceFile = staticRead "../../tests/Roboto-Regular.ttf"
let typeface = parseTtf(typefaceFile)
- TextArea():
this.text[] = "start text"
this.textObj[].font[] = typeface.withSize(24)
# note: create your own UiText to make tip/hint