What is a good VR GUI toolkit? - user-interface

Is there a good GUI for VR? Scaleform is no longer supported. Coherent seems like an option. I just don't know how to integrate it if it is not natively supported by the engine. IMGUI seems like it is limited in the look that can be created by it. Are there any others?

Have you looked at Qt? It's very flexible and works on a variety of different platforms. QtQuick/QML in particular is pretty nice for VR interfaces.
Here is a video of a talk from Qt World Summit 2017 that does a pretty good job of summarizing the current state of things: https://www.youtube.com/watch?v=RtcmVbicZWw (Basically, the maintainers of Qt are working on a lot of cool VR-related things). I don't work for them and have only starting using Qt recently, but from what I've seen so far it works very well for this purpose.
In particular, take a look at QQuickRenderControl (http://doc.qt.io/qt-5/qquickrendercontrol.html). This class allows full control over rendering of QML content to a framebuffer. Right now I'm using it in the creation of SteamVR overlays.

Related

Best framework for creating desktop applications with dynamic GUI

Sorry for the unusual question, but I don't know where else to ask this.
Basically I would like to know what a good framework is for creating applications(mostly Windows, but wouldn't hurt if it would be cross platform) that would allow to do fancy GUI animations, transitions and is easily modifiable.
I worked with the swing library for java so far. Its a solid GUI library but its completely static.
Here an examples for showing off what I mean: Atom.io
QT is an excellent choice for app and UI development. The API is C++ (though many other bindings are available) and it has a solid IDE and UI building. It is free to use for non-commercial work. https://www.qt.io/

How are GUI frameworks actually developed

I worked mainly in web development but occasionally do some C/C++ or Java programming. I am very curious how these frameworks actually produce the graphics used in their GUI. Were the GUI elements (title bar, window frame, status bar, buttons, etc...) designed by a designer in Photoshop then a developer adds that graphic to the framework? Or do the developers actually build the elements programatically with the direction of a designer?
If someone could give me an overview that would be awesome!
Great question, Lark ! Since we're in Qt Framework branch, I'll tell you how its done in Qt, but I'm sure you can apply to similar frameworks or libraries like GTK, etc.
So Qt started a framework that would provide one API for a variety of platforms making it very easy to port your applications from one platform to another while providing native look and feel on those platform. So for example on MacOSX a push button would have this blue Aqua style while on Windows XP it would look like a button on Windows platform. Trolltech put a lot of effort and did a great job on making the GUI look native. So how it works ? Well, all Qt widgets use QStyle and its derivatives to render themselves. Depending on the style, a widget would look differently. All the standard widgets follow the guides of those platforms they are designed for. There are probably some small graphics designer work behind that, but I believe its not that significant. The main source of the look and feel is the platform guides that describe how UI elements on those platforms should look like and their behavior.
But Qt has been developing very fast and the trolls came with a very promising technology called Qt Quick. Its an amazing technology which allows designers and developers tightly work together providing the best UI. Its highly oriented on using artwork made in Photoshop, GIMP or similar tools in the code. And its much easier to use mock ups from designers with Qt Quick than with C++/Qt cause Qt Quick is initially designed for that.
Hope that helps
The basic low level functionality of most GUI frameworks is quite old, the result of a great deal of very hard work by earlier developers working with primitives - literally drawing things on terminal screens, etc, at very low levels, using C or Assembler. Slowly, libraries for abstraction of these processes, and frameworks and class hierarchies for refining them and organizing come into being. All Linux GUI's (in fact, nearly all contemporary GUI frameworks) are based on XWindows, for example:
X originated at the Massachusetts Institute of Technology (MIT) in
1984. The protocol version has been X11 since September 1987....X primarily defines protocol and graphics primitives - it deliberately
contains no specification for application user-interface design, such
as button, menu, or window title-bar styles. Instead, application
software – such as window managers, GUI widget toolkits and desktop
environments, or application-specific graphical user interfaces –
define and provide such details. As a result, there is no typical X
interface and several different desktop environments have become
popular among users.
See more there, for some good information about this topic.

What are the GUI libraries used by Unity3d and other software that doesn't look like traditional applications?

I have been dealing with GTK & QT on linux, Windows forms on windows and some others like Tk, Wx. But I can see a lot of GUIs that don't look like traditional applications like unity 3d, some Adobe applications, 3ds max etc..
Are they using special libraries ? or there is a way for advanced theming of the above libraries ? Or are they just creating their own libraries ? How do they create them ?
Well usually they make their own libraries
Some applications ( exp : Blender ( that has a really good GUI )) use there own libraries .
Blender implements its whole GUI using OpenGL so Unity , 3DsMax should be similar
*By ( that has a really good GUI ) I mean it looks good
*3 years but I Just saw the question ;)
A lot of the libraries that are independent will do a lot from scratch. Eg. use Cairo directly in building their engine so that they can do display and capture input from the users as well. A lot of the widgets they have for the GUI are done from basic bottom up principles. The new non-server standalone apps can use frameworks like Electron (which desktop apps like Skype now use) rely on HTML/CSS/Javascript so that the primitive widgets are the standard browser elements of a webpage navigation in an application form.
I believe Unity uses Dear ImGui for the their UI, especially with the new UI documents system, it's quite impressive how much stuff you can do with it, you can look for some tutorials about it and if you have heard of Hazel engine (from The Cherno channel in You Tube) it uses ImGui to render all the UI, so try going it a look, it might suit you.
Dear ImGui: https://github.com/ocornut/imgui
enter image description here

What GUI toolkit does Valve use for Steam?

What GUI toolkit does Valve use for Steam? Is it Qt? I am interested in using the same toolkit for a project.
According to Valve itself:
"VGUI is Valve's proprietary Graphical User Interface. All Source and Steam applications use VGUI to draw windows, dialogs and menus. It also handles localization: the displaying of text in the user's preferred language. "
That's interesting, maybe if you guys do some research you can have it working in your programming language. I'll download the SDK to see if I can make it work with Java :)
http://developer.valvesoftware.com/wiki/VGUI_Documentation
Having had experience with the Source engine I know that Valve have an library called VGUI which they use for all their games and many of their tools (when in game the library sits on top of the Source renderer, when in tools it sits on top of the Windows API I believe). Although I can’t answer the question with 100% certainty I suspect that this is what they use for Steam as well (I seem to recall some Steam updates that mentioned VGUI) – I would be surprised if the new beta uses a different library.
Even if it is not using VGUI, given what I know of Valve I would think they will have written something else entirely in-house.
So, it is (almost certainly) proprietary and highly unlikely to ever be available for third party use (unless you have the funds to buy a Source engine license).
Steam only runs on Windows and predates QT for Windows, so I'd have to guess something else.
Since Steam has had the same GUI since 2003, chances are it uses some variant of MFC. It also uses an embedded Internet Explorer web browser for its Store and Community sections.
However, I can't give any guarantees about what the version currently in Beta uses. It looks quite a bit different and includs the Webkit rendering engine instead of using IE. It may use Webkit for everything rather than drawing their own GUIs.
Does this answer the question?
http://games.slashdot.org/story/10/02/25/0640233/Steam-UI-Update-Beta-Drops-IE-Rendering-For-WebKit

Selecting GUI on windows (wxPy vs pyQt)

We are planning to develop an application for monitoring and configuring our service (which is running on remote server). After long time of discussion, we decided for python as platform for our app, because we love and know python. But we don't know, what GUI toolkit preferred for our aims. We need fast (for development and running) app, whose users will be Admins, Maintainers and Account managers.
There are two GUI toolkit for python, which we know: wxPython and pyQT.
Anybody have arguments regarding pro and cons? And maybe someone knows any commercial applications, using these products (only python version of toolkits)? Links are desirable.
Thanks.
I choose wxPython after much research. The reasons were:
"wxPython in Action" book by Rappin & Dunn
The voluminous examples that come as part of the wxPython download
The number of projects that have used wxWidgets
The fact that wxPython code runs equally well on Linux, Mac OS/X and Win32
I did consider pyQT and other researchers are successfully using it. After writing many examples in all API's that I considered, I found wxPython ticked the most boxes for me.
As for Tkinter (TIX), I think it looks rather dated.
Unless you are using IronPython or Jython I would not consider using the associated native windowing APIs. For another project which is to be delivered exclusively on .Net, I plan to use WinForms after lots of great feedback from StackOverflow members.
Well, I am a fan of QT: it has a more modern look and feel. However - your choice should be based on your actual requirements. Simple trade studies are helpful for this. Make a list of what features your toolkit must have and what features would be nice to have and then weight each item appropriately. Then look at all your options (TKinter also) and then score them according to your feature list (using the weights you assigned to each feature requirement). At the end it should be evident which one is right for your project.
I've always liked Qt's "signals and slots" conceptual model, though I guess it may take a bit of learning for developers who are more used to other models of event propagation and handling. Personally, given a choice, I'd pick PyQt because of this programming aspect.
You wrote "There is two GUI toolkit for python, which we know: wxPython and pyQT." You are forgetting about the most obvious toolkit: tkinter. That's actually part of a core python distribution, no extra downloads required.
Some people don't like Tk but that's often due to ignorance. Tk is a fine choice for a cross platform toolkit. It uses native widgets on windows (and has for many years) and the latest versions of tk use themed widgets on all platforms.
i've been using wxpython for 3 years .. and now we had to switch into pyqt since qt is integrated in maya 2011 .. however , wxpython is more straight forward and you can easily start working on it and learn it from zero fast .it provides and awesome resources and decumentation . but QT provides more powerful features that you cant find in wxpython , for example ( the multi touch detection) , QT also provides good support for drawing devices like pc tablets and so on .
qt also provides a good designer that makes u create interfaces faster.
one of qt disadvantages is it's license since it's not free like wxpython
A Windows (and Mono) option for a GUI toolkit is provided by IronPython. It provides access to the Winforms and WPF libraries. For examples, see Developing with IronPython & Windows Forms, and many others.
If you want to expand the list of options, consider building a Web App instead of a (local) GUI app. You say your service runs on a remote server, so networking is part of your requirements.
Once you start down that road, Python provides a bewildering amount of options.
I want to point out two strengths that wxPython has compared to pyQt:
It uses native widgets on every supported platform. So the apps have a native look and feel. I'm aware that PyQt uses native styles, but the behavior ("the feel") is reported to be somewhat non-native especially on the Mac.
It provides a wider choice of widgets out of the box.
You should also check out PyGTK. It is similar to pyQT in programming model but does not have any licensing cost since it is LGPL. I always found it nice to work with as a developer. The main drawback over pyQT is that in some cases they take away functionality in things like file chooser dialogs in favour of simplicity for the user.

Resources