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GoGPU Logo

gogpu/ui

Enterprise-Grade GUI Toolkit for Go
Modern widgets, reactive state, GPU-accelerated rendering — zero CGO

CI Coverage Go Report Card Go Reference Version Go Version License Stars Discussions


Join the Discussion: Help shape the future of Go GUI! Share your ideas, report issues, and discuss features at our GitHub Discussions.


Overview

gogpu/ui is an enterprise-grade GUI toolkit for Go, designed for building:

  • IDEs (GoLand, VS Code class)
  • Design Tools (Photoshop, Figma class)
  • CAD Applications
  • Professional Dashboards
  • Chrome/Electron Replacement Apps

Key Differentiators

Feature gogpu/ui Fyne Gio
CGO-free Yes No Yes
WebGPU rendering Yes OpenGL Direct GPU
Reactive state Signals Binding Events
Layout engine Flexbox + Grid Custom Flex
Accessibility Day 1 (ARIA roles) Limited Limited
Plugin system Yes No No

Screenshot

gogpu/ui Widget Demo

examples/hello — Checkboxes, Radio Buttons, ListView (1000 items), Material Design 3


Quick Start

Important: The gogpu ecosystem is pure Go with zero CGO. You must set CGO_ENABLED=0 (the Go default) — do not enable CGO.

The fastest way to get started is to clone and run one of the included examples:

git clone https://github.com/gogpu/ui.git
cd ui/examples/hello
go run .

Here is a minimal example showing the widget toolkit:

package main

import (
    "log"

    "github.com/gogpu/gg"
    _ "github.com/gogpu/gg/gpu"
    "github.com/gogpu/gg/integration/ggcanvas"
    "github.com/gogpu/gogpu"
    "github.com/gogpu/ui/app"
    "github.com/gogpu/ui/primitives"
    "github.com/gogpu/ui/render"
    "github.com/gogpu/ui/widget"
)

func main() {
    gogpuApp := gogpu.NewApp(gogpu.DefaultConfig().
        WithTitle("My App").
        WithSize(800, 600).
        WithContinuousRender(false)) // Event-driven: 0% CPU when idle

    uiApp := app.New(
        app.WithWindowProvider(gogpuApp),
        app.WithPlatformProvider(gogpuApp),
        app.WithEventSource(gogpuApp.EventSource()),
    )

    uiApp.SetRoot(
        primitives.Box(
            primitives.Text("Hello gogpu/ui!").
                FontSize(24).Bold().
                Color(widget.RGBA8(33, 33, 33, 255)),
            primitives.Text("Enterprise-grade GUI for Go").
                FontSize(16).
                Color(widget.RGBA8(100, 100, 100, 255)),
        ).Padding(24).Gap(12).Background(widget.RGBA8(255, 255, 255, 255)),
    )

    var canvas *ggcanvas.Canvas
    gogpuApp.OnDraw(func(dc *gogpu.Context) {
        w, h := dc.Width(), dc.Height()
        if canvas == nil {
            var err error
            canvas, err = ggcanvas.New(gogpuApp.GPUContextProvider(), w, h)
            if err != nil {
                log.Fatal(err)
            }
        }
        uiApp.Frame()
        sv := dc.SurfaceView()
        sw, sh := dc.SurfaceSize()
        gg.SetAcceleratorSurfaceTarget(sv, sw, sh)
        canvas.Draw(func(cc *gg.Context) {
            cc.SetRGBA(0.94, 0.94, 0.94, 1)
            cc.DrawRectangle(0, 0, float64(w), float64(h))
            cc.Fill()
            uiApp.Window().DrawTo(render.NewCanvas(cc, w, h))
        })
        _ = canvas.RenderDirect(sv, sw, sh)
    })
    gogpuApp.OnClose(func() { gg.CloseAccelerator() })

    if err := gogpuApp.Run(); err != nil {
        log.Fatal(err)
    }
}

Packages

Core (Phase 0)

Package Description Coverage
geometry Point, Size, Rect, Constraints, Insets 98.8%
event MouseEvent, KeyEvent, WheelEvent, FocusEvent, Modifiers 100%
widget Widget, WidgetBase, Context, Canvas, Lifecycle (mount/unmount), SchedulerRef 100%
internal/render Canvas, SceneCanvas (tile-parallel), Renderer using gogpu/gg 96.5%
internal/layout Flex, Stack, Grid layout engines 89.9%

MVP (Phase 1)

Package Description Coverage
a11y Accessibility: 35+ ARIA roles, Accessible interface, Tree, Announcer 99.1%
state Reactive signals, Binding, Scheduler with push-based invalidation 100%
primitives Box, Text, Image widgets with fluent builder API 94.4%
app Window integration via gpucontext interfaces (dependency inversion) 98.6%

Extensibility (Phase 1.5)

Package Description Coverage
layout Public layout API with custom algorithms 89.5%
registry Widget factory registration for third-party widgets 100%
theme Theme system with Extensions and Registry 100%
plugin Plugin bundling with dependency resolution 99.4%

Interactive Widgets (Phase 2 — Complete)

Package Description Coverage
cdk Component Development Kit — Content[C] polymorphic pattern 100%
core/button Generic button with pluggable Painter, 4 variants, 3 sizes, signal bindings 96%+
core/checkbox Toggleable checkbox with checked/unchecked/indeterminate states, signal bindings 96%+
core/radio Mutually exclusive radio group with vertical/horizontal layout, signal bindings 96%+
core/textfield Text input with cursor, selection, clipboard, validation, signal bindings 96%+
core/slider Slider: continuous/discrete, horizontal/vertical, drag+keyboard, signal bindings 94.6%
core/dialog Modal dialog: backdrop overlay, action buttons, focus trapping, Alert/Confirm 96.9%
core/dropdown Dropdown/select with overlay menu, keyboard navigation, signal bindings 96%+
overlay Overlay/popup stack, container, position helper 95%+
primitives Box, Text, Image, RepaintBoundary (pixel caching + tile-parallel scene.Scene) 94.4%
theme/material3 Material Design 3 — theme (HCT color science) + 21 component painters 97%+
focus Keyboard focus management with Tab/Shift+Tab navigation 95.2%
internal/focus Internal focus manager implementation 15.2%

Phase 3 (Complete)

Package Description Coverage
animation Animation engine: tween, spring, M3 presets, orchestration (Stagger/Chain/Repeat/Reverse) 92.3%
transition Widget enter/exit animations: Fade, Slide, Scale effects, Show/Hide wrapper 98.7%
core/scrollview Scrollable container: vertical/horizontal/both, wheel+keyboard+drag, PushClip/PushTransform, signal bindings 96.5%
core/tabview Tabbed navigation: lazy content switching, closeable tabs, keyboard nav, Top/Bottom position, signal bindings 92.1%
core/listview Virtualized list: fixed-height items, recycling, single/multi selection, keyboard nav, M3 painter 96%+
core/gridview Virtualized 2D grid: fixed cell size, auto-fit columns, cell recycling, selection, keyboard nav 92.1%
core/linechart Real-time line chart: multiple series, rolling window, grid, Y-axis labels, thread-safe PushValue 98.8%
core/progressbar Linear progress bar: 0-100%, rounded corners, label, signal binding, PushClipRoundRect 99.3%
core/collapsible Expandable section: animated expand/collapse, keyboard focus, arrow indicator, Tween animation 98.2%
primitives Box (HBox/VBox direction), Text, Image, ThemeScope, RepaintBoundary 94%+

Phase 4 (In Progress)

Package Description Coverage
core/progress Circular progress: determinate arc + indeterminate spinner, polyline approximation 97.4%
core/popover Popover (click) + Tooltip (hover): 12 placements, auto-flip, overlay integration 97.1%
core/splitview Resizable split panels: draggable divider, min constraints, collapse, handle dots 96.8%
core/treeview Hierarchical tree: expand/collapse, virtualized rendering, connector lines, keyboard nav 96%+
core/datatable Sortable column table: fixed header, virtualized rows, zebra striping, sort indicators 96%+
core/toolbar Horizontal action bar: icon buttons, separators, spacers, custom widget items 96%+
core/menu MenuBar + ContextMenu: submenus, separators, disabled items, shortcut display 96%+
core/docking IDE-style dockable panels: border layout, tabbed groups, Dock/Undock API 95.3%
theme/material3 21 component painters (all widgets covered) 97%+
theme/fluent Microsoft Fluent Design: 9 painters, accent colors, inner focus ring, light/dark 96%+
theme/cupertino Apple HIG: 9 painters, iOS toggle switch, segmented control, pill buttons 96%+
theme/font Font Registry: CSS weight matching (W3C spec), Weight 100-900, Style, Family/Face 97.7%
icon Vector path icons: 10 built-in Material icons, De Casteljau cubic Bezier, IconWidget 97.6%
i18n Internationalization: Locale, Bundle, Translator, CLDR plural rules, RTL, LocaleSignal 97.9%
dnd Drag and drop: DragSource/DropTarget interfaces, Manager, 5px threshold, Escape cancel 99.3%
uitest Testing utilities: MockCanvas, MockContext, event factories, widget helpers, assertions 93.1%
internal/dirty Dirty region tracking: Collector, Tracker, merge algorithm, partial repaints 100%

Total: ~150,000 lines of code | 55+ packages | ~6,000 tests | ~97% average coverage


Architecture

┌─────────────────────────────────────────────────────────────┐
│                    User Application                         │
├─────────────────────────────────────────────────────────────┤
│  theme/material3/  │  theme/fluent/  │  theme/cupertino/    │
│  21 Painters ✅    │  9 Painters ✅  │  9 Painters ✅       │
├─────────────────────────────────────────────────────────────┤
│  22 Interactive Widgets (core/)                             │
│  button, checkbox, radio, textfield, dropdown, slider,      │
│  dialog, scrollview, tabview, listview, gridview, linechart,│
│  progressbar, progress, collapsible, popover, splitview,    │
│  treeview, datatable, toolbar, menu, docking                │
├──────────────┬──────────────────────────────────────────────┤
│  cdk/        │  Content[C] polymorphic pattern              │
├──────────────┴──────────────────────────────────────────────┤
│  primitives/       │  animation/     │  transition/         │
│  Box (HBox/VBox),  │  Tween, Spring  │  Fade, Slide, Scale  │
│  Text, Image,      │  M3 Presets,    │  Enter/Exit          │
│  RepaintBoundary   │  Orchestration  │                      │
├─────────────────────────────────────────────────────────────┤
│  icon/  │  i18n/  │  dnd/   │  uitest/ │  theme/font/       │
├─────────────────────────────────────────────────────────────┤
│  app/ + FocusManager │  focus/ │  overlay/ │  render/       │
├─────────────────────────────────────────────────────────────┤
│  layout/           │  state/         │  a11y/               │
│  Flex, Stack, Grid │  Signals, Bind  │  ARIA Roles, Tree    │
├─────────────────────────────────────────────────────────────┤
│  registry/         │  plugin/        │  theme/              │
├─────────────────────────────────────────────────────────────┤
│  widget/           │  event/         │  geometry/           │
│  Widget, Context   │  Mouse, Key     │  Point, Rect         │
│  Canvas, Lifecycle │  Wheel, Focus   │  Constraints         │
├─────────────────────────────────────────────────────────────┤
│  internal/render   │  internal/layout│  internal/focus      │
│  Canvas, Scene     │  Flex, Grid     │  Manager, Ring       │
│  internal/dirty    │                 │                      │
├─────────────────────────────────────────────────────────────┤
│  gogpu/gg          │  gpucontext     │  coregx/signals      │
│  2D Graphics       │  Shared Ifaces  │  State Management    │
└─────────────────────────────────────────────────────────────┘

Dependency Principle

ui → gpucontext (interfaces)       ← dependency inversion
ui → gg (2D rendering)
ui → coregx/signals (reactive)

gogpu → gpucontext (implements)    ← concrete implementation
gg → wgpu → naga                   ← internal to gg

ui never imports gogpu, wgpu, or naga directly.


Examples

Example Description
examples/hello Widget demo: checkbox, radio, ListView (1000 items), M3 theme, event-driven GPU rendering
examples/signals Reactive signals: TextSignal, ContentSignal, CheckedSignal, SelectedSignal, DisabledSignal
examples/taskmanager Full task manager: charts, tables, animations, real-time data
examples/gallery Widget gallery: all 22 widgets, 3 design systems (M3/Fluent/Cupertino), theme switching

Run any example:

cd examples/gallery
go run .

API Examples

Primitives

// Box — universal container
primitives.Box(children...).
    Padding(16).
    PaddingXY(24, 8).
    Background(theme.Surface).
    Rounded(8).
    BorderStyle(1, theme.Outline).
    ShadowLevel(2).
    Gap(8)

// Text — static
primitives.Text("Hello World").
    FontSize(24).
    Bold().
    Color(theme.OnSurface).
    Align(primitives.TextAlignCenter).
    MaxLines(2).
    Ellipsis()

// Text — reactive (auto-updates when signal changes)
primitives.TextFn(func() string {
    return fmt.Sprintf("Count: %d", count.Get())
}).FontSize(18)

// Text — signal binding (auto-updates when signal changes)
title := state.NewSignal("Hello World")
primitives.NewText("").ContentSignal(title).FontSize(24)

// Image
primitives.Image(mySource).
    Size(48, 48).
    Cover().
    Rounded(24).
    Alt("User avatar")

Slider

// Basic slider
s := slider.New(
    slider.Min(0),
    slider.Max(100),
    slider.Value(50),
    slider.OnChange(func(v float32) { fmt.Println("Value:", v) }),
)

// Discrete slider with step snapping and marks
s := slider.New(
    slider.Min(0), slider.Max(100), slider.Step(10),
    slider.Marks([]slider.Mark{{Value: 0}, {Value: 50}, {Value: 100}}),
    slider.PainterOpt(material3.SliderPainter{Theme: m3}),
)

// Two-way signal binding
volume := state.NewSignal[float32](75)
s := slider.New(
    slider.Min(0), slider.Max(100),
    slider.ValueSignal(volume),  // reads AND writes back on drag
)

Dialog

// Simple alert dialog
d := dialog.Alert("Error", "File not found.", func() { log.Println("dismissed") })
d.Show(ctx)

// Confirmation dialog
d := dialog.Confirm("Delete?", "This cannot be undone.",
    func() { log.Println("canceled") },
    func() { deleteItem() },
)
d.Show(ctx)

// Custom dialog with M3 painter
d := dialog.New(
    dialog.Title("Settings"),
    dialog.Content(settingsWidget),
    dialog.Actions(
        dialog.Action{Label: "Cancel", Variant: dialog.VariantTextOnly},
        dialog.Action{Label: "Save", Variant: dialog.VariantFilled, Default: true,
            OnClick: func() { saveSettings() }},
    ),
    dialog.PainterOpt(material3.DialogPainter{Theme: m3}),
)
d.Show(ctx)

Animation

// Tween animation with M3 easing
ctrl := animation.NewController()
opacity := state.NewSignal[float32](0)
animation.To(opacity, 1.0).
    Duration(animation.DurationMedium2).
    Ease(animation.M3Standard).
    Start(ctrl)

// Spring physics (critically damped)
position := state.NewSignal[float32](0)
animation.SpringTo(position, 200).
    Stiffness(animation.StiffnessMedium).
    DampingRatio(animation.DampingNoBouncy).
    Start(ctrl)

// Color tween (Flutter pattern: float32 engine + Tween[T])
progress := state.NewSignal[float32](0)
animation.To(progress, 1.0).Duration(300*time.Millisecond).Start(ctrl)
colorTween := animation.NewColorTween(startColor, endColor)
// in Draw: canvas.DrawRect(bounds, colorTween.At(progress.Get()))

// Parallel composition
animation.Parallel(
    animation.To(opacity, 1.0).Duration(200*time.Millisecond),
    animation.To(translateY, 0).Duration(300*time.Millisecond),
).Start(ctrl)

ScrollView

// Basic vertical scrollview
sv := scrollview.New(longContentWidget,
    scrollview.DirectionOpt(scrollview.Vertical),
    scrollview.ScrollbarOpt(scrollview.ScrollbarAuto),
    scrollview.OnScroll(func(x, y float32) { fmt.Printf("scroll: %.0f\n", y) }),
)

// 2D scrollview with signal binding
scrollY := state.NewSignal[float32](0)
sv := scrollview.New(largeCanvas,
    scrollview.DirectionOpt(scrollview.Both),
    scrollview.ScrollYSignal(scrollY), // two-way binding
    scrollview.PainterOpt(material3.ScrollbarPainter{Theme: m3}),
)

TabView

// Basic tab view
tv := tabview.New([]tabview.Tab{
    {Label: "Profile", Content: profileWidget},
    {Label: "Settings", Content: settingsWidget},
    {Label: "About", Content: aboutWidget},
}, tabview.OnSelect(func(idx int) { fmt.Println("Tab:", idx) }))

// Closeable tabs with M3 painter and signal binding
selected := state.NewSignal[int](0)
tv := tabview.New(tabs,
    tabview.Closeable(true),
    tabview.SelectedSignalOpt(selected),
    tabview.PainterOpt(material3.TabViewPainter{Theme: m3}),
    tabview.OnClose(func(idx int) { removeDynamicTab(idx) }),
)

Reactive State

// Create a signal
name := state.NewSignal("World")

// Computed value (auto-updates)
greeting := state.NewComputed(func() string {
    return "Hello, " + name.Get() + "!"
})

// Bind signal to widget invalidation
binding := state.Bind(name, ctx)
defer binding.Unbind()

// Batch multiple changes (single re-render)
scheduler.Batch(func() {
    firstName.Set("Alice")
    lastName.Set("Smith")
    age.Set(30)
})

Widget Signal Bindings

// Bind signals directly to widget properties
label := state.NewSignal("Submit")
disabled := state.NewSignal(false)

btn := button.New(
    button.TextSignal(label),
    button.DisabledSignal(disabled),
    button.OnClick(func() {
        label.Set("Processing...")
        disabled.Set(true)
    }),
)

// Two-way binding: checkbox state synced with signal
agreed := state.NewSignal(false)
cb := checkbox.New(
    checkbox.CheckedSignal(agreed),
    checkbox.LabelOpt("I agree to terms"),
)

Accessibility

// Every widget implements a11y.Accessible
func (b *MyButton) AccessibilityRole() a11y.Role   { return a11y.RoleButton }
func (b *MyButton) AccessibilityLabel() string      { return b.text }
func (b *MyButton) AccessibilityActions() []a11y.Action {
    return []a11y.Action{a11y.ActionClick}
}

// Accessibility tree with stable node IDs
root := a11y.NewNode(a11y.RoleWindow, "My Application")
tree := a11y.NewMemoryTree(root)
button := a11y.NewNode(a11y.RoleButton, "Save")  // stable uint64 ID
tree.Insert(root, button)

Window Integration

// ui connects to windowing via interfaces (not concrete types)
uiApp := app.New(
    app.WithWindowProvider(gogpuApp),    // gpucontext.WindowProvider
    app.WithPlatformProvider(gogpuApp),  // gpucontext.PlatformProvider
    app.WithTheme(myTheme),
)

uiApp.SetRoot(rootWidget)

// Headless mode for testing (no window needed)
testApp := app.New()  // works without any providers
testApp.SetRoot(rootWidget)
testApp.Window().Frame()  // processes layout + draw

Implementation Progress

Phase 0: Foundation ✅

  • Geometry types (Point, Size, Rect, Constraints, Insets)
  • Event system (Mouse, Keyboard, Wheel, Focus, Modifiers)
  • Widget interface, WidgetBase, Context, Canvas
  • Layout engines (Flexbox, Stack, Grid)
  • Canvas implementation (gogpu/gg)

Phase 1: MVP ✅

  • Accessibility foundation (35+ ARIA roles, Accessible interface, Tree)
  • Reactive signals integration (coregx/signals, Binding, Scheduler)
  • Basic primitives (Box, Text, Image with fluent API)
  • Window integration (app package via gpucontext interfaces)

Phase 1.5: Extensibility ✅

  • Widget Registry (third-party registration)
  • Public Layout API (custom algorithms)
  • Theme System + Extensions + Registry
  • Plugin System (bundling, dependency resolution)

Phase 2: Beta ✅

  • Button widget (4 variants, 3 sizes, keyboard activation)
  • Checkbox widget (checked/unchecked/indeterminate, pluggable Painter)
  • Radio group widget (vertical/horizontal, arrow key navigation)
  • TextField widget (cursor, selection, clipboard, validation)
  • Dropdown/Select widget (overlay menu, keyboard nav, scroll)
  • Overlay infrastructure (stack, container, position)
  • Material Design 3 theme (HCT color science, 21 painters)
  • Keyboard navigation (focus management, Tab/Shift+Tab, shortcuts)
  • ThemeScope (theme override for widget subtrees)
  • Event-driven rendering (0% CPU when idle)
  • Reactive signal bindings for all widgets (TextSignal, CheckedSignal, SelectedSignal, DisabledSignal, ContentSignal)

Phase 3: Release Candidate ✅

  • Retained-mode rendering: dirty tracking, DrawTree, DrawStats (SP1)
  • RepaintBoundary: per-widget pixel caching (SP2)
  • scene.Scene integration: tile-parallel rendering via SceneCanvas (SP3)
  • Slider widget (continuous/discrete, horizontal/vertical, M3 painter)
  • Dialog/Modal widget (backdrop, actions, focus trapping, M3 painter)
  • Animation engine (Tween, Spring, CubicBezier, M3 motion tokens)
  • Animation presets (M3 motion tokens) + orchestration (Stagger, Chain, Repeat)
  • Transitions: enter/exit animations (Fade, Slide, Scale)
  • ScrollView widget (vertical/horizontal/both, wheel+keyboard+drag)
  • TabView widget (lazy content, closeable tabs, keyboard nav)
  • ListView widget (virtualized list, recycling, single/multi selection, M3 painter)
  • GridView widget (virtualized 2D grid, auto-fit columns, cell recycling)
  • LineChart widget (real-time, multiple series, rolling window)
  • ProgressBar widget (linear, rounded corners, signal binding)
  • Collapsible section widget (animated expand/collapse)
  • Box HBox/VBox direction support
  • Dirty region tracking (internal/dirty)
  • Performance benchmarks (36 across 5 packages)

Phase 4: Production (v1.0) — In Progress

  • Circular progress indicator (determinate arc + indeterminate spinner)
  • SplitView (resizable split panels, draggable divider)
  • Popover/Tooltip (12 placements, auto-flip, overlay)
  • TreeView (hierarchical, expand/collapse, virtualized)
  • DataTable (sortable columns, fixed header, virtualized rows)
  • Toolbar (icon buttons, separators, spacers)
  • Menu system (MenuBar + ContextMenu, submenus, shortcuts)
  • IDE-style docking system (border layout, tabbed groups)
  • Drag & drop foundation (DragSource, DropTarget, Manager)
  • Fluent Design theme (9 painters, accent colors)
  • Cupertino theme (9 painters, iOS-style)
  • i18n (CLDR plural rules, RTL detection, LocaleSignal)
  • Icon system (vector paths, 10 Material icons, De Casteljau)
  • Font registry (CSS weight matching, W3C spec)
  • Testing utilities (MockCanvas, MockContext, assertions)
  • Dirty region tracking (merge algorithm, partial repaints)
  • Performance benchmarks (36 across 5 packages)
  • Hover tracking (W3C PointerEventSource, HoverTracker, cursor management)
  • ScreenBounds coordinate system (overlay positioning, hit-testing)
  • Event coordinate transforms (ScrollView content-space dispatch)
  • Inter font full Unicode (Cyrillic, Greek, Vietnamese)
  • MeasureText on Canvas (layout calculations without drawing)
  • FocusManager integration in Window (Tab/Shift+Tab navigation)
  • OnTextInput handler (platform character input API)
  • Task Manager example (charts, tables, animations)
  • Widget Gallery example (all widgets, 3 design systems, theme switching)
  • Platform accessibility adapters (UIA, AT-SPI2, NSAccessibility)
  • Performance optimization pass

Requirements

Dependency Purpose Status
Go 1.25+ Language runtime Required
CGO_ENABLED=0 Pure Go (no C compiler needed) Default
gogpu/gogpu Windowing, input, GPU surface For examples
gogpu/gg 2D graphics rendering Integrated
gogpu/gpucontext Shared interfaces Integrated
coregx/signals Reactive state management Integrated

Note: The entire ecosystem is pure Go. Do not set CGO_ENABLED=1 — this will cause build errors from the goffi package which requires CGO to be disabled.


Installation

# UI toolkit (library)
go get github.com/gogpu/ui@latest

# For runnable applications you also need gogpu (windowing) and gg (rendering):
go get github.com/gogpu/gogpu@latest
go get github.com/gogpu/gg@latest

Related Projects

Project Description
gogpu/gogpu Graphics framework — GPU abstraction, windowing, input
gogpu/gg 2D graphics — Canvas API, GPU text
gogpu/wgpu Pure Go WebGPU — Vulkan, Metal, GLES, Software
gogpu/naga Shader compiler — WGSL to SPIR-V, MSL, GLSL

Total ecosystem: 300K+ lines of Pure Go — no CGO, no Rust, no C.


Contributing

Contributions are welcome! Please read CONTRIBUTING.md for guidelines.

Ways to contribute:

  • Test the packages, report bugs
  • API feedback and suggestions
  • Documentation improvements
  • Spread the word (Reddit, Hacker News, Dev.to)
  • Code contributions (see open issues)

License

MIT License — see LICENSE for details.


gogpu/ui — Enterprise-grade GUI for Go
Part of the GoGPU ecosystem

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Pure Go GUI toolkit built on GoGPU — widgets, layouts, styling

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