A GUI library for games that's so small you won't even know its there.
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lel-guecs/README.md

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# LEL & GUECS
This project is two small components that make up a minimalist GUI library for game development.
The purpose is to provide _only_ a simple layout engine and an ECS (Entity Component System)
structure for you put your existing graphical elements into. It's currently working for [SFML](https://www.sfml-dev.org/) but should be easy to retarget or recreate. You can also use only LEL or GUECS depending on your needs.
LEL stands for _Layout Expression Language_ and is a layout engine that uses a simple "wiki style"
language for specifying a GUI's layout grid. Rather than use nested containers or similar tree-like
code structures, a LEL layout is just a string that looks like this:
```
[col1_row1|col2_row1]
[col1_row2|col2_row2|cheese_doodles]
```
The LEL parser will read this, and based on the dimensions of its space, determine the size of each
cell here. In this case it will create 4 cells, dividing the space into 4 quadrants. You can then
access these cells by their names `"col1_row1"` and place your own GUI elements there. The LEL
language can create ragged rows, spans, and most anything you need for a layout (to a point).
You'll also notice that you can name these cells almost anything. The last row has `cheese_doodles`
rather than a column/row identifier.
GUECS (Graphical User Entity Component System) is a _very_ simple ECS that lets you quickly
build your GUI inside a LEL layout. It works like most ECS systems whereby there are no classes
like `Button` or `Input` but instead you use components to create these. For example, a button is
simply:
```cpp
gui.set<guecs::Rectangle>(id, {});
gui.set<guecs::Label>(id, {L"Click Me"});
gui.set<guecs::Clickable>(id, {
[](auto, auto){ handle_click(); }
});
```
This creates a rectangle with a label that when clicked call the `handle_click()` function. This
makes it very easy for you to target your own graphics libraries since you only need to write your
own components and toss them into the `guecs::UI` class like this.
## What is it NOT?
LEL does _not_ try to create deeply nested complex layouts. It can create reasonably complex _two
dimensional_ layouts, but if you need very complex nested layouts then its best to create multiple
components with their own LEL expressions.
LEL also doesn't try to do automatic rebalancing and recalculating of its layout. Since every game
framework (and every game?) starts off with fixed size screens it doesn't make sense to create a
layout engine that can handle the equivalent of a web browser HTML/CSS engine. If you change
the dimensions of your screen, then simply re-initialize the LEL layouts. You most likely have to
do this anyway in your game engine.
That being said, LEL's engine is reasonably fast so recalculating the layout won't be expensive.
Just don't expect it to rebalance some douchebag swinging a window corner resize around at 200 FPS.
GUECS also doesn't include many ready-made components. It has basic building blocks for creating
your own components, but it's assumed that you're probably interested in creating your own stylized
UI components to match your game's design and your game engine's functionality. Many times game
developers end up creating all of their own UI elements so just do that but let GUECS help you keep
it all organized.
## Building
First, you'll need to install [meson](https://mesonbuild.com/) to run the build. One _MASSIVE_
warning is that `meson` will run each dependency's build, which will require you to have
dependencies installed in some OS (like Linux), but then my build will _completely ignore your broke
ass hacked up bullshit packages_. I'm serious, nothing on your computer is trusted and I download
everything. If you build against your versions of the packages then you're doing it wrong (I'm
looking at you Fedora and Debian).
Easiest way to try the build is with this:
```shell
git clone https://git.learnjsthehardway.com/learn-code-the-hard-way/lel-guecs.git
cd lel-guecs
make reset
make run
```
That should kick off the build attempt, and then you'll be told what's missing for the build to
continue, _BUT_ this is platform dependent as I said before. For example, on Windows it just builds
by downloading everything, OSX already has most things, and Linux is...well...Linux.
## Using LEL
To use LEL with GUECS you first initialize a `guecs::UI` class with its position and size. Here's
an example taken from the `demos/calc.cpp` example:
```cpp
$gui.position(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
```
Then you configure a layout with the LEL formatting language:
```cpp
$gui.layout(
"[*%(400)stack |_|_|_]"
"[*%(400)readout|_|_|_]"
"[push|pop|clear|eq]"
"[add |sub|mul |div]"
"[btn7|btn8|btn9]"
"[btn4|btn5|btn6]"
"[btn1|btn2|btn3]"
"[neg |btn0|_ ]");
```
This creates a simple RPN calculator UI with buttons for numbers, readouts for the results and stack, and basic math operators. For people from other languages, this is actually one big string, but C++ (like C) allows you to "concatenate" strings together that are next to each other, so I just put them on separate lines so they look more like the grid they represent.
Once you have that you can give your panel a background and render a debug layout:
```cpp
void render(sf::RenderWindow& window) {
$gui.render(window);
$gui.debug_layout(window);
}
```
Since this first version works with SFML this render only takes a `sf::RenderWindow` and renders the
gui to it. With these two calls you'll get red lines showing you the grid specified in `layout()`.
This lets you refine the layout grid without requiring any components. Keep working the LEL layout until the grid looks good, then add some rectangles and labels:
```cpp
for(auto& [name, cell] : $gui.cells()) {
auto id = $gui.entity(name);
$gui.set<Rectangle>(id, {});
$gui.set<Label>(id, { guecs::to_wstring(name) });
}
$gui.init(); // must be called when done
```
You'll notice I have `guecs::to_wstring(name)` which uses the forbidden unicode conversion `codecvt`
from C++. Don't tell Microsoft. They'll be really angry and that one manager that's trying to get
Unicode removed from C++ won't get the bonus he needs to buy that houseboat.
With that working you can now use the components in `sfml/components.hpp` to add shader `Effect`,
`Clickable` interactions, `Sound`, and other things. You can also easily write your own. Look in
`sfml/components.cpp` to see how I do it. They're very simple.
The LEL language has quite a few features in a small package, so study the grammar below and try
working on a layout in different ways to learn it.
### LEL Full Grammar
`[`
: _startrow_ -- Starts a new row.
`]`
: _endrow_ -- Ends the row.
`|`
: _column_ -- Separates (starts a new) columns.
`^` or `.`
: _valign_ -- Simple vertical alignment. `^` aligns to the top and `.` aligns to the bottom. This is only useful if you use `()` to change the size so the cell is smaller than it normally is. Then use this to move it up/down.
`<` or `>`
: _halign_ -- Simple horizontal alignment. Again, only useful if you change the size so that it's _less_ than its default size.
`*`
: _expand_ -- This causes a cell to "break" out of its default cell and expand into neighbors. This is mostly used with `_` (empty) cells next to it for larger components, but you can also use this to create layered cells for special effects.
`=`
: _center_ -- Centers the cell inside its default cell. Again this is only useful if you use `()` to make it smaller than its default.
`%`
: _percent_ -- Normally the numbers inside `()` are actual pixel sizes, but adding this before will turn them into percentages as whole numbers. This means "10 percent" is given as `10` and "150 percent" is given as `150`. _DO NOT_ write `0.1` or `10%`. For example, if you want a cell to be 2 cells wide and 4 cells tall then write `*%(200, 400)`. You need `*` (expand) when expanding it.
`digit+`
: _numbers_ -- Anywhere in the grammar when you can type a number, these are them. They're numbers. Why am I explaining numbers?
`(number (, number)?)`
: _setw_ -- Sets the width (or height) of the cell. The `(, number)?` means that the second term is optional, and if it's missing it's assumed you want to only specify the width. So `(200)` is 200 pixels wide while `(200, 340)` is 200 wide and 340 tall. Combine with `*` (expand) and `%` (percent) to make the cell expand into other cells (which can be empty using `_`).
`(percent | center | expand | valign | halign | setw)`
: _modifiers_ -- In the grammar modifiers are all of these things before the cell ID (name). So if I want a cell named `launch_rocket` that is 250% wider, 130% taller, I would write `*%(250, 130)launch_rocket`. For this to make sense you'd need to set the neighbor cells to `_` so they're empty like this: `[*%(250, 130)launch_rocket|_][_|_]`.
`((alpha | '_')+ (alnum | '_')*)`
: _id_ -- This is the cell id format, and it's basically what you get with most programming language: It can start with any alpha character or `_`, and contain any alphanumeric character or `_`. You can also just have `_` on its own which will mean "empty" and be left as empty space.
`modifiers* id`
: _cell_ -- A cell is any of the above modifiers (or none) followed by a cell _id_.
`[ cell (| cell )* ]`
: _row_ -- A row starts with `[`, contains any number of _cells_ separated by `|` (column) and terminated with a `]`.
### LEL Examples
### LEL Tricks
1. You can use `_` to create an empty cell, then use `*%(200)` to expand the previous cell into it.
2. You can also do this to rows below a cell to make them expand down. Simply set the cells below to `_` and use `*%(X,Y)` to expand by X=width and Y=height percentage.
3. You can use the names of cells to set an initial character as the event trigger. Just make each cell start (or end) with a unique relevant character, then grab it to create a number for that event.
## Using GUECS
Coming soon..
## Making Your Own
I believe that these two systems are simple enough that anyone can recreate them in their preferred
language for their preferred system. I'll provide a guide here that explains how to do this, and
encourage you to create your own rather than use mine. The key things to realize are:
1. It's easier to describe an irregular 2D grid than it is to mangle a tree of objects withing
objects within trees within objects.
2. It's easier to process a 2D grid, and easier to target its elements by name rather than trolling
through a tree of objects within trees within objects.
3. It's easier to construct the controls you need through an ECS style set of primitives than it is
to use an existing GUI component...but really only in video game development. In a desktop app
it's probably better to use that OS's stock components.
4. Something like LEL or GEUCS is fairly easy to understand and implement and does _not_ require
insane knowledge of dark corners of C++. Maybe just like...slightly dim corners.
Give it a shot and soon I'll have a guide on how to do it.
## Contact Me
You can email me at help@learncodethehardway.com and I also stream my development of this (and other
fun stuff) two times a day at 10AM and 10PM EST (Miami/NYC) time. Feel free to stop by and talk to
me about it and have me fix things you find. It's even better if you shoot me a bug report by email
then come by and ask me about the email. That way you can send me copy-paste error outputs or
possible patches (if you have them).