![borealis logo](https://github.com/natinusala/borealis/blob/main/resources/img/borealis_96.png?raw=true) # borealis Controller and TV oriented UI library for PC and Nintendo Switch (libnx). ⚠️ Warning: the project is a WIP - See the Projects tab to follow the journey towards a stable version! The code for the old version is available in the `legacy` branch. ⚠️ The wiki only contains the documentation for the old version of the library, it has yet to be updated! - Mimicks the Nintendo Switch system UI, but can also be used to make anything else painlessly - Hardware acceleration and vector graphics with automatic scaling for TV usage (powered by nanovg) - Can be ported to new platforms and graphics APIs by providing a nanovg implementation - Powerful layout engine using flex box as a base for everything (powered by Yoga Layout) - Automated navigation paths for out-of-the-box controller navigation - Out of the box touch support - Define user interfaces using XML and only write code when it matters - Use and restyle built-in components or make your own from scratch - Display large amount of data efficiently using recycling lists - Integrated internationalization and storage systems - Integrated toolbox (logger, animations, timers, background tasks...) ## Building the demo for Switch To build for Switch, a standard development environment must first be set up. In order to do so, [refer to the Getting Started guide](https://devkitpro.org/wiki/Getting_Started). ```bash (sudo) (dkp-)pacman -S switch-glfw switch-mesa switch-glm make -j nxlink -s borealis_demo.nro ``` ## Building the demo for PC To build for PC, the following components are required: - meson/ninja build system - A C++ compiler supporting the C++17 standard - GLFW version 3.3 or higher (as a static library) - GLM version 0.9.8 or higher Please refer to the usual sources of information for your particular operating system. Usually the commands needed to build this project will look like this: ```bash meson build ninja -C build ./build/borealis_demo ``` Also, please note that the `resources` folder must be available in the working directory, otherwise the program will fail to find the shaders. ### Building the demo for Windows using msys2 msys2 provides all packages needed to build this project: ```bash pacman -S mingw-w64-x86_64-gcc mingw-w64-x86_64-meson mingw-w64-x86_64-ninja mingw-w64-x86_64-pkg-config mingw-w64-x86_64-glfw mingw-w64-x86_64-glm meson build ninja -C build ./build/borealis_demo ``` ### Including in your project (TL;DR: see the demo makefile in this repo) 0. Your project must be built as C++17 (`-std=c++1z`). You also need to remove `-fno-rtti` and `-fno-exceptions` if you have them 1. Use a submodule (or even better, a [subrepo](https://github.com/ingydotnet/git-subrepo)) to clone this repository in your project 2. Copy the `resources` folder to the root of your project 3. For PC (meson): 1. take a standard meson file 2. use `subdir` to import the library folder 3. use the `borealis_files`, `borealis_dependencies`, `borealis_include` and `borealis_cpp_args` variables for respectively objects to build, dependencies (glfw...), includes directory and cpp args 4. add a `BRLS_RESOURCES` define pointing to the resources folder at runtime (so `resources`) 4. For Switch: 1. take a standard deko3d homebrew makefile (from the switch-examples repo) 2. add a `BOREALIS_PATH` variable containing the subfolder you put the library in 3. set `ROMFS` to the resources folder - borealis resources path is set to `romfs:/` in borealis.mk 4. use `include` to load `borealis.mk` (after `LIBDIRS` and `BOREALIS_PATH`) 5. it's important for `OUT_SHADERS` to be set to `shaders` since nanovg will look for the shaders there 6. if you have issues with the `BRLS_RESOURCES` define (missing quote terminator), change the `@$(MAKE)` line to `@MSYS2_ARG_CONV_EXCL="-D;$(MSYS2_ARG_CONV_EXCL)" $(MAKE)` in the Makefile (as in the demo Makefile)