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116 lines
5.8 KiB
116 lines
5.8 KiB
# LEL & GUECS
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This project is two small components that make up a minimalist GUI library for game development.
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The purpose is to provide _only_ a simple layout engine and an ECS (Entity Component System)
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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.
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LEL stands for _Layout Expression Language_ and is a layout engine that uses a simple "wiki style"
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language for specifying a GUI's layout grid. Rather than use nested containers or similar tree-like
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code structures, a LEL layout is just a string that looks like this:
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```
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[col1_row1|col2_row1]
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[col1_row2|col2_row2|cheese_doodles]
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```
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The LEL parser will read this, and based on the dimensions of its space, determine the size of each
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cell here. In this case it will create 4 cells, dividing the space into 4 quadrants. You can then
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access these cells by their names `"col1_row1"` and place your own GUI elements there. The LEL
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language can create ragged rows, spans, and most anything you need for a layout (to a point).
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You'll also notice that you can name these cells almost anything. The last row has `cheese_doodles`
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rather than a column/row identifier.
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GUECS (Graphical User Entity Component System) is a _very_ simple ECS that lets you quickly
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build your GUI inside a LEL layout. It works like most ECS systems whereby there are no classes
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like `Button` or `Input` but instead you use components to create these. For example, a button is
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simply:
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```cpp
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gui.set<guecs::Rectangle>(id, {});
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gui.set<guecs::Label>(id, {L"Click Me"});
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gui.set<guecs::Clickable>(id, {
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[](auto, auto){ handle_click(); }
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});
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```
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This creates a rectangle with a label that when clicked call the `handle_click()` function. This
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makes it very easy for you to target your own graphics libraries since you only need to write your
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own components and toss them into the `guecs::UI` class like this.
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## What is it NOT?
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LEL does _not_ try to create deeply nested complex layouts. It can create reasonably complex _two
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dimensional_ layouts, but if you need very complex nested layouts then its best to create multiple
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components with their own LEL expressions.
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LEL also doesn't try to do automatic rebalancing and recalculating of its layout. Since every game
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framework (and every game?) starts off with fixed size screens it doesn't make sense to create a
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layout engine that can handle the equivalent of a web browser HTML/CSS engine. If you change
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the dimensions of your screen, then simply re-initialize the LEL layouts. You most likely have to
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do this anyway in your game engine.
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That being said, LEL's engine is reasonably fast so recalculating the layout won't be expensive.
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Just don't expect it to rebalance some douchebag swinging a window corner resize around at 200 FPS.
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GUECS also doesn't include many ready-made components. It has basic building blocks for creating
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your own components, but it's assumed that you're probably interested in creating your own stylized
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UI components to match your game's design and your game engine's functionality. Many times game
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developers end up creating all of their own UI elements so just do that but let GUECS help you keep
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it all organized.
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## Building
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First, you'll need to install [meson](https://mesonbuild.com/) to run the build. One _MASSIVE_
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warning is that `meson` will run each dependency's build, which will require you to have
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dependencies installed in some OS (like Linux), but then my build will _completely ignore your broke
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ass hacked up bullshit packages_. I'm serious, nothing on your computer is trusted and I download
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everything. If you build against your versions of the packages then you're doing it wrong (I'm
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looking at you Fedora and Debian).
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Easiest way to try the build is with this:
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```shell
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git clone https://git.learnjsthehardway.com/learn-code-the-hard-way/lel-guecs.git
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cd lel-guecs
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make reset
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make run
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```
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That should kick off the build attempt, and then you'll be told what's missing for the build to
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continue, _BUT_ this is platform dependent as I said before. For example, on Windows it just builds
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by downloading everything, OSX already has most things, and Linux is...well...Linux.
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## Using LEL
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Coming soon..
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## Using GUECS
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Coming soon..
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## Making Your Own
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I believe that these two systems are simple enough that anyone can recreate them in their preferred
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language for their preferred system. I'll provide a guide here that explains how to do this, and
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encourage you to create your own rather than use mine. The key things to realize are:
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1. It's easier to describe an irregular 2D grid than it is to mangle a tree of objects withing
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objects within trees within objects.
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2. It's easier to process a 2D grid, and easier to target its elements by name rather than trolling
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through a tree of objects within trees within objects.
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3. It's easier to construct the controls you need through an ECS style set of primitives than it is
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to use an existing GUI component...but really only in video game development. In a desktop app
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it's probably better to use that OS's stock components.
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4. Something like LEL or GEUCS is fairly easy to understand and implement and does _not_ require
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insane knowledge of dark corners of C++. Maybe just like...slightly dim corners.
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Give it a shot and soon I'll have a guide on how to do it.
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## Contact Me
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You can email me at help@learncodethehardway.com and I also stream my development of this (and other
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fun stuff) two times a day at 10AM and 10PM EST (Miami/NYC) time. Feel free to stop by and talk to
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me about it and have me fix things you find. It's even better if you shoot me a bug report by email
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then come by and ask me about the email. That way you can send me copy-paste error outputs or
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possible patches (if you have them).
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