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Cross platform rapid GUI framework for golang based on Dear ImGui.
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AllenDang/giu
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A rapid cross-platform GUI framework for Go based onDear ImGui and the great Go bindingcimgui-go.
Any contribution (features, widgets, tutorials, documents, etc...) is appreciated!
(This library is available under a free and permissive license, but needs financial support to sustain its continued improvements. In addition to maintenance and stability there are many desirable features yet to be added. If you are using giu, please consider reaching out.)
Businesses: support continued development and maintenance via invoiced technical support, maintenance, sponsoring contracts:
E-mail:allengnr@gmail.com
Individuals: support continued development and maintenancehere.
For documentation refer toour wiki,examples,GoDoc,or just take a look at comments in code.
giu is built upon GLFW v3.3, so ideally giu could support all platforms that GLFW v3.3 supports.It is also restricted by cimgui-go (which at the moment builds only for linux, windows and mac).
- Windows (Windows 10 x64 and Windows 11 x64)
- macOS (macOS v10.15 and macOS Big Sur)
- Linux (thanks remeh for testing it)
- Raspberry Pi 3B (thanks sndvaps for testing it)
Note
Because giu relays on C++ code, you need to have C/C++ compiler set up.
Compared to other Dear ImGui golang bindings, giu has the following features:
- Small executable file size (<3MB after UPX compression for the example/helloworld demo).
- Live-updating during the resizing of the OS window (implemented on GLFW 3.3 and OpenGL 3.2).
- Support for displaying various languages without any font setting. Giu will rebuild font atlas incrementally according to texts in UI between frames.
- Redraws only when user event occurs. Costs only 0.5% CPU usage with 60FPS.
- Declarative UI (see examples for more details).
- DPI awareness (auto scaling font and UI to adapt to high DPI monitors).
- Drop in usage; no need to implement render and platform.
- OS clipboard support.
package mainimport ("fmt" g"github.com/AllenDang/giu")funconClickMe() {fmt.Println("Hello world!")}funconImSoCute() {fmt.Println("Im sooooooo cute!!")}funcloop() {g.SingleWindow().Layout(g.Label("Hello world from giu"),g.Row(g.Button("Click Me").OnClick(onClickMe),g.Button("I'm so cute").OnClick(onImSoCute), ), )}funcmain() {wnd:=g.NewMasterWindow("Hello world",400,200,g.MasterWindowFlagsNotResizable)wnd.Run(loop)}
Here is the result:
Immediate mode GUI system means the UI control doesn't retain its state and value. For example, callinggiu.InputText(&str)
will display a input text box on screen, and the user entered value will be stored in&str
. Input text box doesn't know anything about it.
And theloop
method in theHello world example is in charge ofdrawing all widgets based on the parameters passed into them. This method will be invoked 30 times per second to reflect interactive states (like clicked, hovered, value-changed, etc.). It will be the place you define the UI structure.
By default, any widget placed inside a container'sLayout
will be placed vertically.
To create a row of widgets (i.e. place widgets one by one horizontally), use theRow()
method. For examplegiu.Row(Label(...), Button(...))
will create a Label next to a Button.
To create a column of widgets (i.e. place widgets one by one vertically) inside a row, use theColumn()
method.
Any widget that has aSize()
method, can set its size explicitly. Note that you can pass a negative value toSize()
, which will fill the remaining width/height value. For example,InputText(...).Size(giu.Auto)
will create an input text box with the longest width that its container has left.
AMasterWindow
means the platform native window implemented by the OS. All subwindows and widgets will be placed inside it.
AWindow
is a container with a title bar, and can be collapsed.SingleWindow
is a special kind of window that will occupy all the available space ofMasterWindow
.
AChild
is like a panel in other GUI frameworks - it can have a background color and border.
Checkexamples/widgets
for all kinds of widgets.
The backend of giu depends on OpenGL 3.3, make sure your environment supports it (as far as I know, some Virtual Machines like VirtualBox doesn't support it).
xcode-select --installgo get github.com/AllenDang/giu
- Install mingwdownload here. Thanks @alchem1ster!
- Add the binaries folder of mingw to the path (usually is\mingw64\bin).
go get github.com/AllenDang/giu
in your project
First you need to install the required dependencies:
Debian/Ubuntu | sudo apt install libx11-dev libxcursor-dev libxrandr-dev libxinerama-dev libxi-dev libglx-dev libgl1-mesa-dev libxxf86vm-dev |
Fedora/Red Hat/CentOS | sudo dnf install libX11-devel libXcursor-devel libXrandr-devel libXinerama-devel libXi-devel libGL-devel libXxf86vm-devel |
Arch Linux | sudo pacman -Sy glfw |
you may also need to install C/C++ compiler (like g++) if it isn't already installed. Follow go compiler prompts.
Then, a simplego build
will work.
Cross-compiling is a bit more complicated. Let's say that you want to build for arm64. This is what you would need to do:
sudo dpkg --add-architecture arm64sudo apt updatesudo apt install gcc-aarch64-linux-gnu g++-aarch64-linux-gnu \ libx11-dev:arm64 libxcursor-dev:arm64 libxrandr-dev:arm64 libxinerama-dev:arm64 libxi-dev:arm64 libglx-dev:arm64 libgl1-mesa-dev:arm64 libxxf86vm-dev:arm64GOOS=linux GOARCH=arm64 CGO_ENABLED=1 CC=aarch64-linux-gnu-gcc CXX=aarch64-linux-gnu-g++ HOST=aarch64-linux-gnu go build -v
go build -ldflags"-s -w".
go build -ldflags"-s -w -H=windowsgui -extldflags=-static".
Warning
You must use mingw32-w64 versionv12.0.0 or later!
Otherwise you'll get
undefined reference to `__imp_isblank'
Explaination
Fromhttps://www.mingw-w64.org/changelog/:
Important: UCRT is now the default CRT runtime instead of MSVCRT, check the mingw-w64-doc/howto-build/ucrt-vs-msvcrt.txt document for details. Both header set and CRT must be configured and built with the same settings consistently for proper functionality. Switching runtimes requires all libraries to be rebuilt, including GCC.
Currently, it is tested, that the following linux distros ship with the right version:
- Fedora (>= 42)
- Arch Linux
Generally if you have gcc 14+, it should work fine.
More details and discussion in#992.
Mac | brew install mingw-w64 |
Fedora/RHEL/CentOS | sudo dnf install mingw64-gcc mingw64-gcc-c++ mingw64-winpthreads-static |
Arch Linux | pacman -Sy mingw-w64-gcc |
- Prepare and embed the application icon into the executable and build.
cat> YourExeName.rc<<EOLid ICON "./res/app_win.ico"GLFW_ICON ICON "./res/app_win.ico"EOLx86_64-w64-mingw32-windres YourExeName.rc -O coff -o YourExeName.sysoGOOS=windows GOARCH=amd64 CGO_ENABLED=1 CC=x86_64-w64-mingw32-gcc CXX=x86_64-w64-mingw32-g++ HOST=x86_64-w64-mingw32 go build -ldflags"-s -w -H=windowsgui -extldflags=-static" -p 4 -v -o YourExeName.exerm YourExeName.sysorm YourExeName.rc
All kinds of pull requests (document, demo, screenshots, code, etc.) are more than welcome!
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Cross platform rapid GUI framework for golang based on Dear ImGui.
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