User interface toolkit for Go with support for SDL2 and HTML Canvas render targets.
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Noah Petherbridge 4206330398 Add Supervisor.GetModal() function 2ヶ月前
docs Menus and Menu Bars 2ヶ月前
eg Menus and Menu Bars 2ヶ月前
theme Cut lib/render into its own package, change all imports 7ヶ月前
.gitignore Window Manager Buttons and Bugfixes 4ヶ月前 Add README, LICENSE and Examples 7ヶ月前 Menus and Menu Bars 2ヶ月前
button.go Window Manager Basics, Work in Progress 4ヶ月前
check_button.go Window Manager Basics, Work in Progress 4ヶ月前
checkbox.go Window Manager Basics, Work in Progress 4ヶ月前
debug.go Menus and Menu Bars 2ヶ月前
docs.go Add version number and documentation 5ヶ月前
dragdrop.go Window Manager Basics, Work in Progress 4ヶ月前
enums.go Tooltip Widget and Event Refactor 5ヶ月前
frame.go Tooltip Widget and Event Refactor 5ヶ月前
frame_pack.go Tooltip Widget and Event Refactor 5ヶ月前
frame_place.go Tooltip Widget and Event Refactor 5ヶ月前
functions.go Menus and Menu Bars 2ヶ月前
go.mod Window Manager Basics, Work in Progress 4ヶ月前
go.sum Place Strategy for Frame Widget 5ヶ月前
image.go Tooltip Widget and Event Refactor 5ヶ月前
label.go Tooltip Widget and Event Refactor 5ヶ月前
main_window.go Window Manager Buttons and Bugfixes 4ヶ月前
menu.go Menus and Menu Bars 2ヶ月前
menu_bar.go Menus and Menu Bars 2ヶ月前
menu_button.go Menus and Menu Bars 2ヶ月前
menu_test.go Menus and Menu Bars 2ヶ月前
supervisor.go Add Supervisor.GetModal() function 2ヶ月前
tooltip.go Window Manager Basics, Work in Progress 4ヶ月前
tooltip_test.go Add version number and documentation 5ヶ月前
version.go Add version number and documentation 5ヶ月前
widget.go Menus and Menu Bars 2ヶ月前
window.go Menus and Menu Bars 2ヶ月前
window_manager.go Menus and Menu Bars 2ヶ月前
window_test.go Window Manager Buttons and Bugfixes 4ヶ月前

ui: User Interface Toolkit for Go


Package ui is a user interface toolkit for Go that targets desktop applications (SDL2, for Linux, MacOS and Windows) as well as web browsers (WebAssembly rendering to an HTML Canvas).


(Screenshot is from Project: Doodle’s GUITest debug screen showing a Window, several Frames, Labels, Buttons and a Checkbox widget.)

It is very much a work in progress and may contain bugs and its API may change as bugs are fixed or features added.

This library is being developed in conjunction with my drawing-based maze game, Project: Doodle. The rendering engine library is at go/render which provides the SDL2 and Canvas back-ends. (GitHub mirror: kirsle/render)

Notice: the canonical source repository for this project is at with a mirror available on GitHub at kirsle/ui. Issues and pull requests are accepted on GitHub.


package main

import (


func main() {
    mw, err := ui.NewMainWindow("Hello World")
    if err != nil {


    // Draw a label.
    label := ui.NewLabel(ui.Label{
        Text: "Hello, world!",
        Font: render.Text{
            FontFilename: "../DejaVuSans.ttf",
            Size:         32,
            Color:        render.SkyBlue,
            Shadow:       render.SkyBlue.Darken(40),
    mw.Pack(label, ui.Pack{
        Side: ui.N,
        PadY:   12,

    // Draw a button.
    button := ui.NewButton("My Button", ui.NewLabel(ui.Label{
        Text: "Click me!",
        Font: render.Text{
            FontFilename: "../DejaVuSans.ttf",
            Size:         12,
            Color:        render.Red,
            Padding:      4,
    button.Handle(ui.Click, func(p render.Point) {
        fmt.Println("I've been clicked!")
    mw.Pack(button, ui.Pack{
        Side: ui.N,

    // Add a mouse-over tooltip to the button.
    ui.NewTooltip(button, ui.Tooltip{
        Text: "You know you want to click this button",
        Edge: ui.Right,


Widgets and Features

The following widgets have been implemented or are planned for the future.

Widgets are designed to be composable, making use of pre-existing widgets to create more complex ones. The widgets here are ordered from simplest to most complex.

Fully implemented widgets:

Work in progress widgets:

Wish list for the longer-term future:

Supervisor for Interaction

Some widgets that support user interaction (such as Button, CheckButton and Checkbox) need to be added to the Supervisor which watches over them and communicates events that they’re interested in.

func SupervisorSDL2Example() {
    // NOTE: using the render/sdl engine.
    window := sdl.New("Hello World", 800, 600)

    // One Supervisor is needed per UI.
    supervisor := ui.NewSupervisor()

    // A button for our UI.
    btn := ui.NewButton("Button1", ui.NewLabel(ui.Label{
        Text: "Click me!",

    // Add it to the Supervisor.

    // Main loop
    for {
        // Check for keyboard/mouse events
        ev, _ := window.Poll()

        // Ping the Supervisor Loop function with the event state, so
        // it can trigger events on the widgets under its care.

You only need one Supervisor instance per UI. Add() each interactive widget to it, and call its Loop() method in your main loop so it can update the state of the widgets under its care.

The MainWindow includes its own Supervisor, see below.

Window Manager

The ui.Window widget provides a simple frame with a title bar. But, you can use the Supervisor to provide Window Manager controls to your windows!

The key steps to convert a static Window widget into one that can be dragged around by its title bar are:

  1. Call window.Supervise(ui.Supervisor) and give it your Supervisor. It will register itself to be managed by the Supervisor.
  2. In your main loop, call Supervisor.Loop() as you normally would. It handles sending mouse and keyboard events to all managed widgets, including the children of the managed windows.
  3. In the “draw” part of your main loop, call Supervisor.Present() as the final step. Supervisor will draw the managed windows on top of everything else, with the current focused window on top of the others. Note: managed windows are the only widgets drawn by Supervisor; other widgets should be drawn by their parent widgets in their respective Present() methods.

You can also customize the colors and title bar controls of the managed windows.


func example() {
    engine, _ := sdl.New("Example", 800, 600)
    supervisor := ui.NewSupervisor()

    win := ui.NewWindow("My Window")

    // Customize the colors of the window. Here are the defaults:
    win.ActiveTitleBackground = render.Blue
    win.ActiveTitleForeground = render.White
    win.InactiveTitleBackground = render.DarkGrey
    win.InactiveTitleForeground = render.Grey

    // Customize the window buttons by ORing the options.
    // NOTE: Maximize behavior is still a work in progress, the window doesn't
    //       redraw itself at the new size correctly yet.
    // NOTE: Minimize button has no default behavior but does trigger a
    //       MinimizeWindow event that you can handle yourself.
    win.SetButtons(ui.CloseButton | ui.MaximizeButton | ui.MinimizeButton)

    // Add widgets to your window.
    label := ui.NewLabel(ui.Label{
       Text: "Hello world!",
    win.Pack(label, ui.Pack{
        Side: ui.W,

    // Compute the window and its children.

    // This is the key step: give the window to the Supervisor.

    // And in your main loop:
    // NOTE: MainWindow.MainLoop() does this for you automatically.
    for {
        ev, _ = engine.Poll()  // poll render engine for mouse/keyboard events

See the eg/windows/ example in the git repository for a full example, including SDL2 and WebAssembly versions.

MainWindow for Simple Applications

The MainWindow widget may be used for “simple” UI applications where all you want is a GUI and you don’t want to manage your own SDL2 (or Canvas) engine.

MainWindow is only to be used one time per application, and it sets up its own SDL2 render context and creates the main window. It also contains a Frame widget for the window contents and you may Pack() widgets into the window the same as you would a Frame.

MainWindow includes its own Supervisor: just call the .Add(Widget) method to add interactive widgets to the supervisor. The MainLoop() of the window calls Supervisor.Loop() automatically.