80 lines
3.9 KiB
Markdown
80 lines
3.9 KiB
Markdown

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# borealis
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Controller and TV oriented UI library for PC and Nintendo Switch (libnx).
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⚠️ Warning: the project is a WIP - See the Projects tab to follow the journey towards a stable version!
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The code for the old version is available in the `legacy` branch.
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⚠️ The wiki only contains the documentation for the old version of the library, it has yet to be updated!
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- Mimicks the Nintendo Switch system UI, but can also be used to make anything else painlessly
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- Hardware acceleration and vector graphics with automatic scaling for TV usage (powered by nanovg)
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- Can be ported to new platforms and graphics APIs by providing a nanovg implementation
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- Powerful layout engine using flex box as a base for everything (powered by Yoga Layout)
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- Automated navigation paths for out-of-the-box controller navigation
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- Out of the box touch support
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- Define user interfaces using XML and only write code when it matters
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- Use and restyle built-in components or make your own from scratch
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- Display large amount of data efficiently using recycling lists
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- Integrated internationalization and storage systems
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- Integrated toolbox (logger, animations, timers, background tasks...)
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## Building the demo for Switch
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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).
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```bash
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(sudo) (dkp-)pacman -S switch-glfw switch-mesa switch-glm
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make -j
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nxlink -s borealis_demo.nro
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```
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## Building the demo for PC
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To build for PC, the following components are required:
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- meson/ninja build system
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- A C++ compiler supporting the C++17 standard
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- GLFW version 3.3 or higher (as a static library)
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- GLM version 0.9.8 or higher
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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:
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```bash
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meson build
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ninja -C build
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./build/borealis_demo
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```
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Also, please note that the `resources` folder must be available in the working directory, otherwise the program will fail to find the shaders.
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### Building the demo for Windows using msys2
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msys2 provides all packages needed to build this project:
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```bash
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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
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meson build
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ninja -C build
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./build/borealis_demo
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```
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### Including in your project (TL;DR: see the demo makefile in this repo)
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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
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1. Use a submodule (or even better, a [subrepo](https://github.com/ingydotnet/git-subrepo)) to clone this repository in your project
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2. Copy the `resources` folder to the root of your project
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3. For PC (meson):
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1. take a standard meson file
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2. use `subdir` to import the library folder
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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
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4. add a `BRLS_RESOURCES` define pointing to the resources folder at runtime (so `resources`)
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4. For Switch:
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1. take a standard deko3d homebrew makefile (from the switch-examples repo)
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2. add a `BOREALIS_PATH` variable containing the subfolder you put the library in
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3. set `ROMFS` to the resources folder - borealis resources path is set to `romfs:/` in borealis.mk
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4. use `include` to load `borealis.mk` (after `LIBDIRS` and `BOREALIS_PATH`)
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5. it's important for `OUT_SHADERS` to be set to `shaders` since nanovg will look for the shaders there
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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)
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