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GUI

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Overview

V GUI is an immediate mode UI framework for the V programming language based on the rendering algorithm of Clay. It provides a modern, declarative approach to building user interfaces with flex-box style layout syntax and thread-safe view updates.

showcase

Key Features

  • Pure V: Written entirely in the V programming language
  • Immediate Mode Rendering: Efficient rendering with automatic updates
  • Thread Safe: Safe view updates across different threads
  • Declarative Syntax: Flex-box style layout with intuitive API
  • Performance Focused: Optimized for speed and efficiency

Installation

Install the GUI framework using V’s package manager:

v install gui

Core Concepts

View Generators

GUI uses a view generator (a function that returns a View) to render the contents of the Window. As the state of the app changes, either through user actions or business logic, GUI calls the view generator to build a new view.

State Management

The framework follows a functional approach where:

  • The view is simply a function of the model (state)
  • No data binding or other observation mechanisms required
  • No worries about synchronizing with the UI thread
  • No need to remember to undo previous UI states

Basic Usage

Creating a Simple Application

Here’s a complete example of a basic GUI application:

import gui

struct App {
pub mut:
	clicks int
}

fn main() {
	mut window := gui.window(
		state:   &App{}
		width:   300
		height:  300
		on_init: fn (mut w gui.Window) {
			// Call update_view() anywhere in your
			// business logic to change views.
			w.update_view(main_view)
		}
	)
	window.run()
}

// The view generator set in update_view() is called on
// every user event (mouse move, click, resize, etc.).
fn main_view(window &gui.Window) gui.View {
	w, h := window.window_size()
	app := window.state[App]()
	return gui.column(
		width:   w
		height:  h
		h_align: .center
		v_align: .middle
		sizing:  gui.fixed_fixed
		content: [
			gui.text(text: 'Welcome to GUI'),
			gui.button(
				content:  [gui.text(text: '${app.clicks} Clicks')]
				on_click: fn (_ &gui.Layout, mut e gui.Event, mut w gui.Window) {
					mut app := w.state[App]()
					app.clicks += 1
				}
			),
		]
	)
}

get started

Core Components

Window

The gui.window() function creates the main application window with the following parameters:

  • state: Application state object
  • width: Window width in pixels
  • height: Window height in pixels
  • on_init: Initialization callback function

Layout Components

Column Layout

import gui

gui.column(
	width:   300
	height:  300
	h_align: .center // Horizontal alignment
	v_align: .middle // Vertical alignment
	sizing:  gui.fixed_fixed
	content: [
		// Child components
	]
)

UI Elements

Text

import gui

gui.text(text: 'Your text here')

Button

import gui

gui.button(
	content:  [gui.text(text: 'Button Text')]
	on_click: fn (_ &gui.Layout, mut e gui.Event, mut w gui.Window) {
		// Handle click event
	}
)

Event Handling

Events are handled through callback functions passed to UI components. The event system provides:

  • Mouse events (click, move, etc.)
  • Keyboard events
  • Window events (resize, etc.)

Event handlers receive:

  • Component configuration
  • Event object
  • Window reference for state access

Accessing State

fn view_function(window &gui.Window) gui.View {
    app := window.state[App]()  // Get typed state
    // Use app state in view
}

Updating State

on_click: fn (_ &gui.ButtonCfg, mut e gui.Event, mut w gui.Window) {
    mut app := w.state[App]()  // Get mutable state reference
    app.clicks += 1            // Modify state
    // View automatically updates
}

Layout System

The framework uses a flex-box inspired layout system with:

Alignment Options

  • Horizontal alignment: .left, .center, .right
  • Vertical alignment: .top, .middle, .bottom

Sizing Options

  • gui.fixed_fixed: Fixed width and height
  • Additional sizing modes available

Building and Running

The README.md in the examples folder describes how to build GUI programs. Don’t fret, it’s a one-liner.

To build a GUI application:

v run your_app.v

Examples

Getting Started

If you’re new to GUI, start with the get-started.v example. It explains the basics of view generators, state models and event handling.

Available Examples

  • get-started.v - Basic introduction
  • two-panel.v - Two-panel layout example
  • test-layout.v - Layout engine testing
  • doc_viewer.v - Documentation viewer

Documentation

Generated Documentation

The Makefile at the root of the project builds documentation from the source code. Type make doc to produce the documentation and make read to open the documentation in the browser.

make doc   # Generate documentation
make read  # Open documentation in browser

Manual Documentation

There is also some hand written documentation in the /doc folder labeled 01 Introduction.md, 02 Getting Started.md, etc. The doc_viewer.v example can be used to read them or use a browser.

Architecture Overview

architecture

The gui project follows a layered architecture, ensuring a clear separation of concerns. Here's a breakdown of its main parts and their interactions:

Application Layer

This layer represents the entry points for users and developers.

  • Application Code: These are the actual user applications built using the gui library.
  • Examples: A collection of demonstration applications showcasing various features and usage patterns of the gui framework.

Window Management Layer

This layer handles the main application window and user interactions.

  • Window: The central orchestrator of the GUI system, managing the application window.
  • WindowCfg: Configuration parameters used during the creation of a window, such as dimensions, title, and initial callbacks.
  • Event System: Responsible for capturing and processing all user input events, including mouse actions, keyboard presses, and window-specific events like resizing.

View Layer

This layer defines the UI elements and how they are generated.

  • View: An abstract representation of UI components and their layouts. Views are stateless and generate layouts.
  • View Generator: Functions that dynamically create View instances based on the application's current state.
  • ViewState: Manages the transient state of views, such as focus, selection, and scroll positions, which are not stored directly within the stateless View objects.

Layout Engine

This is the core system for arranging and positioning UI elements.

  • Layout: A hierarchical tree structure that defines the arrangement of UI elements on the screen. It's generated from Views.
  • Shape: The fundamental geometric representation of any UI element, holding properties like position, size, and styling.
  • Sizing, Alignment, Padding: These modules control how elements are dimensioned, positioned relative to each other, and how spacing is applied around them, respectively.

UI Components

This layer provides a rich set of pre-built UI elements for common use cases.

  • Common Components: Includes basic interactive elements like Button, Text, Input, Image, and more specialized widgets.
  • Containers: Layout-specific components such as Column, Row, and Canvas that organize child elements.

Rendering System

This layer is responsible for the actual drawing of UI elements onto the screen.

  • Renderer: The component that takes the processed Layout information and translates it into drawing instructions.
  • Animation: Handles animated UI elements, providing smooth transitions and visual feedback.

Core Systems

These are foundational utilities and styling mechanisms.

  • Theme & Colors: Manages the visual styling of the entire application, including color palettes and overall theme settings.
  • Fonts & Styles: Provides text rendering capabilities, including font loading, variants (bold, italic, mono), and text styling options.

External Dependencies

These are external libraries that the gui project relies on.

  • gg Graphics: A graphics library used for low-level 2D rendering operations.
  • sokol.sapp: A cross-platform application framework that provides windowing and event handling functionalities.

The overall flow begins with user applications creating a Window. The Window then uses View Generators to produce Views, which are transformed into Layouts by the Layout Engine. Finally, the Rendering system draws these Layouts using gg Graphics and sokol.sapp, adhering to the defined Theme and Fonts.

Development Status

Current state of the project can be found at: Progress Reports and Feedback

Best Practices

  1. Keep views pure: View functions should only depend on the provided state
  2. Handle state changes in event handlers: Modify state in click handlers and other event callbacks
  3. Use declarative layouts: Leverage the flex-box style layout system
  4. Start simple: Begin with basic examples and gradually add complexity

Troubleshooting

Since the framework is in early development:

  • Check the GitHub issues for known problems
  • Refer to working examples for proper usage patterns
  • Provide feedback to help improve the framework

Contributing

The project welcomes contributions and feedback. Visit the GitHub repository to:

  • Report issues
  • Submit pull requests
  • Provide feedback on the framework design
  • Help with documentation

Related Projects

V also provides other UI solutions:

  • V UI: Cross-platform widget toolkit
  • gg: Graphics library for 2D applications using OpenGL/Metal/DirectX 11

This GUI framework focuses specifically on immediate mode rendering with a declarative API, making it distinct from other V UI solutions.

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An immediate mode UI framework for the V language

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