Skia
ImGui.NET
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Skia | ImGui.NET | |
---|---|---|
55 | 17 | |
8,614 | 1,728 | |
2.2% | 2.4% | |
9.9 | 6.7 | |
7 days ago | about 1 month ago | |
C++ | C# | |
BSD 3-clause "New" or "Revised" License | MIT License |
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Skia
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Skia VS nitro-gl - a user suggested alternative
2 projects | 21 Aug 2023
- The Future of the Web Is VNC
- Cairo – Open-Source 2D Graphics Layer/API with Fonts and Many Back-Ends
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Lottie under the hood
Actually, that's not entirely accurate. The lottie-web library itself doesn't support rendering to WebGL. However, there is a package called canvaskit-wasm that wraps Skia (a graphics engine) with WebAssembly (wasm). This package includes a module called skottie which supports rendering animations into a WebGL surface. However, there is a drawback with this approach: using wasm requires loading a relatively large package, and it's uncertain whether all features are supported correctly, as the official compatibility table that tracks lottie support on different platforms does not include skottie.
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Widely-used graphics library
Skia is pretty great if you can get it running.
- Vivaldi 6.0 Web Browser Introduces Tab Workspaces and Custom Icons
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Due to popular demand, here’s part 2
The imgs are mainly used by Tencent QQ and Baidu Tieba users. QQ and Tieba compress imgs by default, so the popular imgs (in China we call them "屌图" or "表情包") would be compressed million of times during the spreading, causing the super low quality. These APPs on Android are using Skia for image processing, which suffering from a legendary bug: result would be more green. The bug was fixed in 2016: https://github.com/google/skia/commit/c7d01d3e1d3621907c27b283fb7f8b6e177c629d
- Leveraging Rust and the GPU to render user interfaces at 120 FPS
- How important is avoiding Blink/Chromium to you? And if not at all, why?
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Graphic Library for C
There’s also Skia by Google. Used by Android and Google Chrome.
ImGui.NET
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Using ImGui.NET with SDL2-CS?
Now I'm trying to integrate ImGui into the engine. One solution I found was using this but as far as I can tell it locks you into using OpenGL which is something I would like to avoid as one of the main selling points of SDL2 for me is it's abstraction over the rendering backend.
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c# native with a gui
In additiona to imgui wrapper which works great with NativeAOT, only slight nudge and you have 10Mb executable. With all deps it's 13Mb. Also there Avalonia mentioned in sibling message which work great and in 11.0-preview5 probably would not need any additional configuraiton. In case if OP is have soft spot for web tech, he can use photino.Blazor which also with slight modifications would simply works and produce 27Mb executable.
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Custom geometry gets rendered on top of Imgui
Imgui gets rendered using ImguiRenderer provided here in the example: https://github.com/mellinoe/ImGui.NET/tree/master/src/ImGui.NET.SampleProgram.XNA
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Need help with converting C++ to C#
I'm converting rlImGui from C++ to C# so I can use it with ImGui.NET and Raylib-cs but I'm getting stuck at a couple places. I don't know how to convert line 331 to C# since in ImGui.NET cmd.UserCallback is an IntPtr and not something I can call. I did a quick google search and you can use the Marshal library to convert it to a callable delegate but I think you need to also have the delegate known to do that. There's also line 82 but that is specific to Raylib. The function it calls does not seem to be included in Raylib-cs. Also, rlImGui keeps using a Texture type but that is not defined in Raylib-cs or ImGui.NET. I assume I can substitute it with Texture2D from Raylib-cs but I'm not to the point in porting to see if Texture2D has the necessary fields/properties/methods.
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Strange ImGui issue possibly related to ImGui.PushID()
ImGui.NET 1.87.3 (using the example implementation)
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ImGui::ImageButton with a MonoGame Texture2D
If you use this example implementation for XNA/MonoGame, you can just use ImGuiRenderer.BindTexture() which returns an IntPtr.
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Are there any low-level library options for creating desktop apps?
The only thing I could really think of is something like ImGui for C# (https://github.com/mellinoe/ImGui.NET) but I've never used it. It's going to give you some simple wrappers around ImGui (https://github.com/ocornut/imgui) but even this is going to lock you into the UI framework -- you can't just "draw a rectangle" per se and use it as a "control." Do note however this is an "immediate mode" GUI which is different from how most general desktop windowing systems work in "retained mode" (which are typically event driven, which saves on computing power to not draw the same stuff over and over).
- WinForms
- Free UI frameworks for NET .Core 6 Winforms?
- does anyone have an imgui cs renderer with a working text input?
What are some alternatives?
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
Veldrid - A low-level, portable graphics library for .NET.
nanovg - Antialiased 2D vector drawing library on top of OpenGL for UI and visualizations.
imgui - Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
Introducing .NET Multi-platform App UI (MAUI) - .NET MAUI is the .NET Multi-platform App UI, a framework for building native device applications spanning mobile, tablet, and desktop.
Atomic Game Engine - The Atomic Game Engine is a multi-platform 2D and 3D engine with a consistent API in C++, C#, JavaScript, and TypeScript
Monogame.ImGui - An ImGui.NET wrapper for Monogame
Ogre 3D - scene-oriented, flexible 3D engine (C++, Python, C#, Java)
godot-3d-mannequin - An Open Source 3d character and character controller for the Godot game engine
The-Forge - The Forge Cross-Platform Rendering Framework PC Windows, Steamdeck (native), Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2