# eepp **eepp is an open source, cross-platform C++ GUI framework for building desktop applications, tools, and rich graphical interfaces.** It provides a hardware-accelerated retained-mode UI toolkit with CSS styling, XML layouts, a comprehensive widget set, DPI-aware interfaces, data binding, rich text and HTML/Markdown rendering, animations, internationalization, and application infrastructure. [![Linux status](https://img.shields.io/github/actions/workflow/status/SpartanJ/eepp/eepp-linux-build-check.yml?branch=develop&label=Linux)](https://github.com/SpartanJ/eepp/actions?query=workflow%3ALinux) [![Windows status](https://img.shields.io/github/actions/workflow/status/SpartanJ/eepp/eepp-windows-build-check.yml?branch=develop&label=Windows)](https://github.com/SpartanJ/eepp/actions?query=workflow%3AWindows) [![macOS status](https://img.shields.io/github/actions/workflow/status/SpartanJ/eepp/eepp-macos-build-check.yml?branch=develop&label=macOS)](https://github.com/SpartanJ/eepp/actions?query=workflow%3AmacOS) [![iOS status](https://img.shields.io/github/actions/workflow/status/SpartanJ/eepp/eepp-ios-build-check.yml?branch=develop&label=iOS)](https://github.com/SpartanJ/eepp/actions?query=workflow%3AiOS) [![Android status](https://img.shields.io/github/actions/workflow/status/SpartanJ/eepp/eepp-android-build-check.yml?branch=develop&label=Android)](https://github.com/SpartanJ/eepp/actions?query=workflow%3AAndroid) [![emscripten status](https://img.shields.io/github/actions/workflow/status/SpartanJ/eepp/eepp-emscripten-build-check.yml?branch=develop&label=emscripten)](https://github.com/SpartanJ/eepp/actions?query=workflow%3Aemscripten) ![ecode - Code Editor](https://cdn.ensoft.dev/eepp-demos/screenshots/ecode.png) *The [ecode](https://github.com/SpartanJ/ecode/) code editor is built on the eepp GUI.* ## What eepp provides * **A complete C++ GUI toolkit.** Build real desktop applications with windows, menus, tabs, splitters, lists, tables, trees, text inputs, dialogs, scrolling containers, and many other reusable widgets. * **Hardware accelerated and retained-mode.** eepp owns its rendering stack and uses draw invalidation, so unchanged interfaces do not need to be continuously redrawn. * **CSS styling and theming.** Style widget trees with selectors, pseudo-classes, custom properties, transitions, animations, media queries, `@font-face`, and reusable themes. * **Declarative or programmatic UI.** Compose interfaces from XML layouts, C++, or a mix of both, with reusable layout primitives and DPI-aware sizing. * **Rich text and document surfaces.** Text selection, clipboard integration, Unicode, the `UICodeEditor`, Markdown rendering through `UIMarkdownView`, and native HTML/CSS rendering through `UIWebView`. * **Model/view data controls.** Data-oriented widgets such as lists, tables, trees, and model-backed selectors can use reusable data models, keeping application data separate from its presentation. * **Application infrastructure included.** Commands and key bindings, data binding, internationalization, resource management, virtual filesystems, threading, networking, filesystem APIs, and runtime UI inspection are part of the same framework. * **Cross-platform from one codebase.** Linux, Windows, macOS, FreeBSD, Haiku, Android, iOS, and the web through Emscripten/WebAssembly. * **MIT licensed.** ## GUI framework ### Application UI The UI system is a retained-mode widget hierarchy with event handling, focus management, clipping, animations, transforms, messages, commands, key bindings, text selection, clipboard support, themes, and reusable application-level controls. Interfaces can be built directly in C++ or loaded from XML. The layout system includes `LinearLayout`, `RelativeLayout`, `GridLayout`, size policies, margins, padding, alignment, and pixel-density-aware units. Several data-oriented components follow a model/view architecture, allowing the same application data to be presented and manipulated independently from the widgets displaying it. ### Styling and theming Widgets can be styled using eepp's CSS implementation. It supports the familiar model of selectors and pseudo-classes together with features such as custom properties, transitions, animations, media queries, `@font-face`, backgrounds, borders, box-model properties, text styling, and theme-specific extensions. The default Breeze-based theme is implemented in CSS and can be used as a reference for building complete application themes. ### Rich text, Markdown, HTML and CSS `UIWebView` renders HTML documents natively on the eepp UI stack, and `UIMarkdownView` uses the same infrastructure for Markdown content. The HTML/CSS compatibility layer includes block and inline layout, Flexbox, Grid, tables, lists, absolute/fixed/relative/sticky positioning, floats, rich inline text, document-scoped stylesheets, viewport/media queries, and scoped font resources. Where implemented, the HTML/CSS layer follows the CSS and HTML Living Standard specifications rather than defining custom layout behavior. ### Rendering and runtime The GUI is backed by eepp's graphics and windowing layers rather than platform-native widgets. Rendering is hardware accelerated, automatically batched, and supports draw invalidation to keep idle application resource usage low. The renderer supports OpenGL 2, OpenGL 3, OpenGL ES and OpenGL Core Profile backends, while SDL2 currently provides the main window/input backend. eepp also provides a terminal runtime that can render GUI applications inside compatible terminals using the Kitty graphics protocol. Applications can opt into it with EEPP_RUNTIME=terminal, using the same eepp UI rather than a separate terminal-specific interface. The runtime UI inspector can query and interact with live widget trees, which is useful for application debugging, automated validation, and development tooling. ## Platforms Officially supported platforms include **Linux, Windows, macOS, FreeBSD, Haiku, Android and iOS**. Applications can also be exported to the web with **Emscripten/WebAssembly**, with some platform-specific limitations. ## Framework foundations The GUI framework is built on a set of lower-level eepp modules. They are usable independently, but today they primarily provide the portable foundation for eepp applications. | Module | Provides | | --- | --- | | **Graphics** | GPU rendering, fonts, shaders, framebuffers, textures, image loading, clipping, drawables, texture atlases and batching. | | **Window** | SDL2-based windows and input, clipboard, cursors, display management and joystick support. | | **System / Core** | Threads, clocks, resources, localization, virtual filesystems, Unicode strings and core utilities. | | **Network** | HTTP/HTTPS, asynchronous requests, TCP/UDP, FTP/FTPS, proxies, redirects, compression and resume support. | | **Audio** | OpenAL/mojoAL-based audio with OGG, WAV, MP3 and FLAC support. | | **Terminal / eterm** | Reusable terminal emulator module and GUI terminal widget, used by applications such as ecode and the eterm terminal application. | | **Scene** | Node hierarchy, events, messages and programmable actions. | | **Physics / Maps** | Optional Chipmunk2D wrapper and tiled-map support inherited from eepp's game-framework origins. | ## Applications and tools built with eepp ### ecode - Code Editor [ecode](https://github.com/SpartanJ/ecode/) is a full-featured code editor and the largest real-world application built with eepp. Its interface, editor widgets, themes, terminals, settings UI, dialogs and application chrome are all built on the eepp GUI. ### First-party applications in this repository * **[eproc](src/tools/eproc/)** - system monitor built with the eepp application and UI stack. * **[eterm](src/tools/eterm/)** - terminal emulator demonstrating tabs, splits, settings UI and the reusable `eterm` terminal module. * **[eeiv](src/tools/eeiv/)** - image viewer implemented on the current eepp GUI stack. These applications are developed alongside the framework and serve as practical test beds for its desktop application APIs. ### UI Editor The UI Editor loads layouts and CSS and displays changes in real time, making it useful for iterating on eepp interfaces and themes. ![UI Editor](https://cdn.ensoft.dev/eepp-demos/screenshots/uieditor.png) The project also includes graphics-oriented tools such as the Texture Atlas Editor and Map Editor, reflecting eepp's origins as a broader multimedia/game-development framework. ## Documentation API documentation is available at [cdn.ensoft.dev/eepp-docs](https://cdn.ensoft.dev/eepp-docs/index.html). The repository also contains examples in `src/examples`, tests in `src/test`, tools in `src/tools`, and focused guides for the GUI framework: * [UI introduction](docs/articles/ui_introduction.md) * [UI data binding](docs/articles/ui_databinding.md) * [Runtime UI inspector](docs/articles/ui_inspector.md) * [CSS specification](docs/articles/css_specification.md) Contributions and pull requests are welcome. Before participating, please read the [contribution and community support guidelines](CONTRIBUTING.md) and the [Code of Conduct](CODE_OF_CONDUCT.md). ## Getting eepp ### Nightly SDK builds Prebuilt **eepp SDKs** are automatically produced from the latest `develop` branch and are available from the [nightly release](https://github.com/SpartanJ/eepp/releases/tag/nightly). Nightly SDK packages are provided for several desktop platforms and toolchains, making it possible to start developing with eepp without building the framework and its dependencies from source. ### From source The repository uses git submodules. Clone it together with its submodules with: `git clone --recurse-submodules https://github.com/SpartanJ/eepp.git` ## UI Layout XML example It should look really familiar to any Android developer. This is a window with the most basic widgets in a vertical linear layout display. ```xml Test Item @string/test_item Hello! World! ``` **UI introduction can be found [here](docs/articles/ui_introduction.md)**. **The UI data-binding guide can be found [here](docs/articles/ui_databinding.md).** **The UI accessibility guide can be found [here](docs/articles/ui_accessibility.md).** **The runtime UI inspector guide can be found [here](docs/articles/ui_inspector.md).** ## UI Widgets with C++ example How does it look with real code? ```cpp UITextView::New()->setText( "Text on test 1" ) ->setCharacterSize( 12 ) ->setLayoutMargin( Rect( 10, 10, 10, 10 ) ) ->setLayoutSizePolicy( SizePolicy::MatchParent, SizePolicy::WrapContent ) ->setParent( layout ); ``` ## UI Styling Element styling can be done with a custom implementation of Cascading Style Sheets, most common CSS2 rules are available, plus several CSS3 rules (some examples: [animations](https://developer.mozilla.org/en-US/docs/Web/CSS/CSS_Animations/), [transitions](https://developer.mozilla.org/en-US/docs/Web/CSS/CSS_Transitions), [custom properties](https://developer.mozilla.org/en-US/docs/Web/CSS/Using_CSS_custom_properties), [media queries](https://developer.mozilla.org/en-US/docs/Web/CSS/Media_Queries/Using_media_queries), [@font-face at rule](https://developer.mozilla.org/en-US/docs/Web/CSS/@font-face), [:root element](https://developer.mozilla.org/en-US/docs/Web/CSS/:root)). Here is a small example on how the CSS looks like: ```css @font-face { font-family: "OpenSans Regular"; src: url("https://raw.githubusercontent.com/SpartanJ/eepp/develop/bin/assets/fonts/OpenSans-Regular.ttf"); } @import url("assets/layouts/imported.css") screen and (min-width: 800px); :root { --font-color: black; --background-input-color: rgba(255, 255, 255, 0.7); --border-color: black; --border-width: 1dp; } .screen TextView { color: var(--font-color); } .form { background-image: @drawable/back; background-repeat: no-repeat; background-size: cover; } .form .form_inputs { background-color: var(--non-existent, var(--background-input-color)); margin-left: 100dp; margin-right: 100dp; padding-top: 72dp; padding-left: 57dp; padding-right: 57dp; padding-bottom: 115dp; } .screen TextView.input, .screen TextInput.input { font-family: AkzidenzGroteskBQ-Cnd; layout-width: match_parent; layout-height: 80dp; border-color: var(--border-color); border-width: var(--border-width); color: var(--font-color); padding-left: 40dp; padding-right: 40dp; margin-bottom: 32dp; skin: none; hint-font-family: AkzidenzGroteskBQ-Cnd; hint-font-size: 46dp; hint-color: #818285; background-color: #FFFFFF00; transition: all 0.125s; } .screen TextInput.input:focus { background-color: #FFFFFF66; border-color: #796500; } .screen TextInput.input:hover { background-color: #FFFFFF66; } @media screen and (max-width: 1024px) { .form .form_inputs { background-color: red; } } ``` **The complete CSS specification can be found in the docs: [here](docs/articles/css_specification.md).** **You can also check how a pure CSS theme looks like in eepp: [here](https://github.com/SpartanJ/eepp/blob/develop/bin/assets/ui/breeze.css).** ## Live demos (using emscripten) Since eepp supports emscripten you can take a quick look on some of the examples, demos and tools that the library currently provides. Please be aware that you'll find some differences based on the limitations that emscripten have at the moment (no access to the file system, no custom cursors, etc) and also demos are not optimized for size and they're bigger than they should be. Note: Please use a modern browser with good WebGL and WASM support (Chrome/ium 70+ or Firefox 80+). * **[ecode - Code Editor](https://cdn.ensoft.dev/eepp-demos/demo-fs.html?run=ecode.js)** * **[UI Editor](https://cdn.ensoft.dev/eepp-demos/demo-fs.html?run=eepp-UIEditor.js)** * **[UI Hello World](https://cdn.ensoft.dev/eepp-demos/demo-fs.html?run=eepp-ui-hello-world.js)** * **[Texture Atlas Editor](https://cdn.ensoft.dev/eepp-demos/demo-fs.html?run=eepp-TextureAtlasEditor.js)** * **[Map Editor](https://cdn.ensoft.dev/eepp-demos/demo-fs.html?run=eepp-MapEditor.js)** * **[Fonts example](https://cdn.ensoft.dev/eepp-demos/demo-fs.html?run=eepp-fonts.js)** * **[Physics module demo](https://cdn.ensoft.dev/eepp-demos/demo-fs.html?run=eepp-physics-demo.js)** * **[Sprites example](https://cdn.ensoft.dev/eepp-demos/demo-fs.html?run=eepp-sprites.js)** * **[Full Test](https://cdn.ensoft.dev/eepp-demos/demo-fs.html?run=eepp-test.js)** ### 7GUIs Examples [7GUIs](https://7guis.github.io/7guis/) is known as a "GUI Programming Benchmark" that it's used to compare different GUI libraries and explore each library approach to GUI programming. All the 7 tasks proposed in 7GUIs has been implemented for eepp. The tasks are very good representative of what can be achieved with eepp GUI and also are very useful to demonstrate how to implement different tasks with the library. The 7GUIs are composed by the following tasks: * [Counter](https://7guis.github.io/7guis/tasks#counter): [Demo](https://cdn.ensoft.dev/eepp-demos/demo-fs.html?run=eepp-7guis-counter.js) and [code implementation](https://github.com/SpartanJ/eepp/blob/develop/src/examples/7guis/counter/counter.cpp). * [Temperature Converter](https://7guis.github.io/7guis/tasks#temp): [Demo](https://cdn.ensoft.dev/eepp-demos/demo-fs.html?run=eepp-7guis-temperature-converter.js) and [code implementation](https://github.com/SpartanJ/eepp/blob/develop/src/examples/7guis/temperature_converter/temperature_converter.cpp). * [Flight Booker](https://7guis.github.io/7guis/tasks#flight): [Demo](https://cdn.ensoft.dev/eepp-demos/demo-fs.html?run=eepp-7guis-flight-booker.js) and [code implementation](https://github.com/SpartanJ/eepp/blob/develop/src/examples/7guis/flight_booker/flight_booker.cpp). * [Timer](https://7guis.github.io/7guis/tasks#timer): [Demo](https://cdn.ensoft.dev/eepp-demos/demo-fs.html?run=eepp-7guis-timer.js) and [code implementation](https://github.com/SpartanJ/eepp/blob/develop/src/examples/7guis/timer/timer.cpp). * [CRUD](https://7guis.github.io/7guis/tasks#crud): [Demo](https://cdn.ensoft.dev/eepp-demos/demo-fs.html?run=eepp-7guis-crud.js) and [code implementation](https://github.com/SpartanJ/eepp/blob/develop/src/examples/7guis/crud/crud.cpp). * [Circle Drawer](https://7guis.github.io/7guis/tasks#circle): [Demo](https://cdn.ensoft.dev/eepp-demos/demo-fs.html?run=eepp-7guis-circle-drawer.js) and [code implementation](https://github.com/SpartanJ/eepp/blob/develop/src/examples/7guis/circle_drawer/circle_drawer.cpp). * [Cells](https://7guis.github.io/7guis/tasks#cells): [Demo](https://cdn.ensoft.dev/eepp-demos/demo-fs.html?run=eepp-7guis-cells.js) and [code implementation](https://github.com/SpartanJ/eepp/tree/develop/src/examples/7guis/cells). ## How to build it The library has only one external dependency. You will only need **SDL2** library with the headers installed. Also **premake5** or **premake4** is needed to generate the Makefiles or project files to build the library. I will assume that you know what you are doing and skip the basics. Notice: eepp uses [mojoAL](https://icculus.org/mojoAL/) by default as an OpenAL drop-in replacement. OpenAL is optionally available as an audio backend. If you want to use it, you have the alternative to enable it. To enable it and disable the mojoAL drop-in replacemente, you need to add the parameter `--without-mojoal` to any `premake` call ( ex: `premake5 --without-mojoal gmake` ). ### GNU/Linux In a Ubuntu system it would be something like ( also you will need gcc but it will be installed anyways ): `sudo apt-get install premake5 libsdl2-2.0-0 libsdl2-dev` Clone the repository and run on the repository root directory: `premake5 gmake` or if you have premake4 installed you can run: `premake4 gmake` Then just build the library: if `premake4` was used: `make -C make/linux config=release` (`config=debug` for debug build) if `premake5` was used: `make -C make/linux config=release_x86_64` (`debug_x86_64` for debug build, or `release_arm64`/`debug_arm64` if building from arm64) That's it. That will build the whole project. ### Windows You have two options: build with [Visual Studio](https://visualstudio.microsoft.com/) or with [MinGW](https://github.com/skeeto/w64devkit/releases/latest). To be able to build the project with any of these options first you will need to generate the project files with [premake4 or premake5](https://premake.github.io/download). Then you will need to add the binary file to any of the executable paths defined in `PATH` ( or add one, or use it from a local path ). Download *Visual Studio* or *MinGW* files depending on your needs. #### Visual Studio You will need to use premake5 and run: `premake5.exe --windows-vc-build vs2022` Then the project files should be found in `make/windows/`. A complete solution and all the project will be available. Having installed everything, you'll be able to build the *Visual Studio* solution as any other project. Using the command line argument `--windows-vc-build` will download the SDL2 dependency automatically and add the paths to the build process to link against it without the need to download manually any external dependency. Then just build the solution in Visual Studio or run `MSBuild` manually in a console: `"%MSBUILD_PATH%\MSBuild.exe" .\make\windows\eepp.sln -m` Where `%MSBUILD_PATH%` is the MSBuild.exe Visual Studio path, for example for _VS2022 Community Edition_ the path usually is: `C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Current\Bin\` #### MinGW Windows MinGW builds are being produced and tested with [w64devkit](https://github.com/skeeto/w64devkit/releases/latest) distribution. MSYS is currently not officially supported given some issues found on the build process (but it's possible to build with some extra steps). If you're using w64devkit you'll have to [download](https://github.com/skeeto/w64devkit/releases/latest) it and extract it, we will assume that it's extracted at `C:\w64devkit`. Execute `C:\w64devkit\w64devkit.exe` as an administrator (`right click` -> `Run as administrator` ). Then go to the `eepp` cloned repository directory and run: `premake5.exe --windows-mingw-build gmake` `--windows-mingw-build` will automatically download and link external dependencies (SDL2). Then just build the project located in `make/windows/` with `mingw32-make.exe` or any equivalent: `mingw32-make.exe -C make\\windows config=release_x86_64` To build a debug build run: `mingw32-make.exe -C make\\windows config=debug_x86_64` And then make sure to copy the `SDL2.dll` file located at `src/thirdparty/SDL2-2.XX.X/x86_64-w64-mingw32/bin/SDL2.dll` to `bin`. If for some reason `eepp.dll` (or `eepp-debug.dll`) hasn't being copied automatically you can copy them from `libs/windows/x86_64/` to `bin`. ### macOS You will need the prebuild binaries and development libraries of [SDL2](http://libsdl.org/download-2.0.php), OpenAL is included with the OS. Install the SDL2 framework and you should be able to build the project. You have two options to build the project: with *XCode* or with *Makefiles*. To build with any of both options first you will also need to build the project files with [premake4 or premake5](https://premake.github.io/download.html). #### Makefiles ##### Using premake5 Generate the project: `premake5 --use-frameworks gmake` And build it: `make -C make/macosx config=release_x86_64` (or `config=debug_x86_64` for a debug build, or `release_arm64`/`debug_arm64` if building from arm64) ##### Using premake4 You can use the `projects/osx/make.sh` script, that generates the *Makefiles* and builds the project. #### XCode Run: `premake5 --use-frameworks xcode4` And open the XCode project generated at `make/macosx/` or simply build from the command line with: `xcodebuild -project make/macosx/project-name.xcodeproj` ### Android There's a gradle project in `projects/android-project/`. It will build the library with all the dependencies included. Use the example project as a base for your project. Notice that there's a `eepp.mk` project file that builds the library. That file can be used in you projects. ### iOS The project provides two files to build the library and the demos. You can use any of them depending on your needs. The files are located in `projects/ios`: #### gen-xcode4-proj.sh script This script can be used to generate the xcode projects and solution of all the included projects in eepp (demos, tools, shared lib, static lib, etc). It will also download and build the SDL2 fat static library in order to be able to reference the library to the project. After building the projects sadly you'll need to make some minor changes to any/all of the projects you wan't to build or test, since the project generated lacks some minor configurations. After you run this script you'll need to open the solution located in `make/ios/eepp.xcworkspace`. To build the static libraries you'll not find any problem (that will work out of the box). But to test some of the examples it's required to: ##### Add the Info.plist file Select (click on the project name) the project you want to test, for example `eepp-empty-window`. You will se several tabs/options, go to _Build Settings_, and locate the option _Info.plist_ file, double click to edit and write: `Info.plist`. This will indicate to read that file that is located in the same directory than the project. The go to the tab _General_ and complete the _Bundle Identifier_ with an identifier name of the app bundle that will be generated, for this example you can use something like: `eepp-empty-window`. That will allow you to build and run the project. ##### Add resources to the project This `eepp-empty-window` demo does not use any assets/resources, but other demos will need to load assets, and this assets need to be added to the project in order to be available to the app bundle. For example, the project `eepp-ui-hello-world`, will require you to add the `assets` folder into the project. What you need to do is: select the project and go to the _Build Phases_ tab, in _Copy Bundles Resources_ click in the plus icon (+), then go to _Add Other..._ and locate and select the `bin/assets/` folder and _Finish_. That should be enough. #### compile-all.sh script This script can be used to build the SDL2 and eepp as two fat static libraries with arm64 and x86_64 architectures in it (arm64 for iPhone/iPad and x86_64 for the simulators). To generate a release build pass `config=release_arm64` as a parameter for the script (`sh compile-all.sh config=release_arm64`). The built files will be located in `libs/ios/`, as `libSDL2.a` and `libeepp.a` (or `libeepp-debug.a` for debug build). This two files can be integrated in your project. ### emscripten You will first need to [download and install emscripten](https://emscripten.org/docs/getting_started/downloads.html). Then there's a script for building the **emscripten** project in `projects/emscripten/make.sh`. Before running this script remember to set the emsdk environment, it should be something like: `source /path/to/emsdk/emsdk_env.sh`. That should be enough in **GNU/Linux** or **macOS** ( only tested this on GNU/Linux ). ## How to run the demos and tools? All the binaries are located at the `bin` directory after built. The binaries require two files: the eepp library and the SDL2 library. The eepp library will be located in `libs/{OS}/`. The build script will try to symlink the eepp library into `bin`, if that fails it should be copied or symlinked manually. Regarding the SDL2 library is not provided in the repository, so in order to run the demos you'll need to download the correct SDL2 library OS version and architecture. ## Project direction and history eepp began as **Entropia Engine++**, a general-purpose multimedia and game-development framework. Over time the project evolved around its strongest and most actively developed area: the GUI and application toolkit. Today eepp is developed primarily as a cross-platform C++ GUI framework, while the graphics, windowing, system, networking, audio, scene, physics and map modules remain available as the lower-level foundation inherited from that history. The framework is used by real applications including ecode and the first-party tools developed in this repository. Those applications are also important test beds: new widgets, application APIs, styling features and runtime tooling are exercised in production-sized interfaces instead of only in isolated examples. The API is mature but not completely frozen. eepp has been developed for many years, so some older areas of the codebase still use legacy C++ patterns. Modernization is done incrementally where it provides a clear benefit, while new code generally follows newer C++ practices. Ideas and experience have come from many projects and ecosystems over the years, including the Android UI toolkit, SFML, cocos2d-x, raylib, libGDX, Godot, XNA, LÖVE and others. eepp keeps its own implementation where doing so provides useful control over portability, rendering, UI behavior and application integration. ### Current priorities * Keep expanding and refining the GUI widget set, layouts, CSS support and theming system. * Improve the HTML/CSS compatibility layer and rich-document components. * Improve GUI documentation, examples and developer tooling. * Continue using ecode, eproc, eterm, eeiv and other first-party applications to drive and validate framework development. * Continue modernizing the codebase where it improves maintainability without unnecessary churn. * Evaluate scripting support after the core APIs are sufficiently stable. * Keep legacy game-oriented modules available where useful, while focusing new development effort on the GUI and application framework. Contributors are welcome, especially around the GUI framework, documentation, examples, platform support and developer tooling. ## Acknowledgements ### Special thanks to * Sean Barrett for stb_image and all the [stb](https://github.com/nothings/stb) libraries. * Sam Latinga for [Simple DirectMedia Layer](https://www.libsdl.org/). * Jonathan Dummer for the [Simple OpenGL Image Library](https://www.lonesock.net/soil.html). * Laurent Gomila for [SFML](https://www.sfml-dev.org/) * Yuri Kobets for [litehtml](https://github.com/litehtml/litehtml) * Michael R. P. Ragazzon for [RmlUI](https://github.com/mikke89/RmlUi) * rxi for [lite](https://github.com/rxi/lite) * Andreas Kling for [SerenityOS](https://github.com/SerenityOS/serenity) * Ryan C. Gordon for [mojoAL](https://icculus.org/mojoAL/) * David Reid for [dr_libs](https://github.com/mackron/dr_libs) * Lion (Lieff) for [minimp3](https://github.com/lieff/minimp3) and more * Lewis Van Winkle for [PlusCallback](https://github.com/codeplea/pluscallback) * Dieter Baron and Thomas Klausner for [libzip](https://libzip.org/) * Jean-loup Gailly and Mark Adler for [zlib](https://zlib.net/) * Milan Ikits and Marcelo Magallon for [GLEW](http://glew.sourceforge.net/) * Mikko Mononen for [nanosvg](https://github.com/memononen/nanosvg) * Scott Lembcke for [Chipmunk2D](https://github.com/slembcke/Chipmunk2D) * Christophe Riccio for [glm](https://github.com/g-truc/glm) * Rich Geldreich for [imageresampler](https://github.com/richgel999/imageresampler) and [jpeg-compressor](https://github.com/richgel999/jpeg-compressor) * Arseny Kapoulkine for [pugixml](https://github.com/zeux/pugixml) * Jason Perkins for [premake](https://premake.github.io/) * Martín Lucas Golini ( me ) and all the several contributors for [SOIL2](https://github.com/SpartanJ/SOIL2) and [efsw](https://github.com/SpartanJ/efsw) * The Xiph open source community for [libogg](https://xiph.org/ogg/) and [libvorbis](https://xiph.org/vorbis/) * The [ARMmbed](https://github.com/ARMmbed) community for [mbed TLS](https://tls.mbed.org/) * [kcat](https://github.com/kcat) for [openal-soft](http://kcat.strangesoft.net/openal.html) * The [FreeType Project](https://www.freetype.org/freetype2/docsindex.html) * And a **lot** more people! ## Code License [MIT License](http://www.opensource.org/licenses/mit-license.php)