Skip to content
/ tgfx Public
forked from Tencent/tgfx

A lightweight 2D graphics library for rendering texts, geometries, and images with high-performance APIs that work across various platforms.

License

Notifications You must be signed in to change notification settings

mpflutter/tgfx

 
 

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

TGFX Logo

license PRs Welcome codecov autotest build GitHub release (latest SemVer)

Introduction

TGFX (Tencent Graphics) is a lightweight 2D graphics library designed for rendering texts, geometries, and images. It provides high-performance APIs that work across a variety of GPU hardware and software platforms, including iOS, Android, macOS, Windows, Linux, Web, and more. TGFX was originally designed to serve as the default graphics engine for the PAG project starting from version 4.0. Its main objective is to offer a compelling alternative to the Skia graphics library while maintaining a much smaller binary size. Over time, it has found its way into many other products, such as Hippy, Tencent Docs and various video-editing apps.

Platform Support

  • iOS 9.0 or later
  • Android 4.4 or later
  • macOS 10.15 or later
  • Windows 7.0 or later
  • Chrome 69.0 or later (Web)
  • Safari 11.3 or later (Web)

Backing Renderers

Vector Backend GPU Backend Target Platforms Status
FreeType OpenGL All complete
CoreGraphics OpenGL iOS, macOS complete
Canvas2D WebGL Web complete
CoreGraphics Metal iOS, macOS in progress
FreeType Vulkan Android, Linux planned

Branch Management

  • The main branch is our active developing branch which contains the latest features and bugfixes.
  • The branches under release/ are our stable milestone branches which are fully tested. We will periodically cut a release/{version} branch from the main branch. After one release/{version} branch is cut, only high-priority fixes are checked into it.

Build Prerequisites

TGFX utilizes the C++17 features for development. Below are the minimum tools needed for building tgfx on different platforms:

  • Xcode 11.0+
  • GCC 9.0+
  • Visual Studio 2019+
  • NodeJS 14.14.0+
  • Ninja 1.9.0+
  • CMake 3.13.0+
  • QT 5.13.0+
  • NDK 19.2+ (19.2.5345600 recommended)
  • Emscripten 3.1.20+ (3.1.20 recommended)

Please pay attention to the following additional notices:

  • Make sure you have installed at least the [Desktop development with C++] and [Universal Windows Platform development] components for VS2019.
  • It is highly recommended to use the latest version of CMake, Numerous outdated versions of CMake may carry various bugs across different platforms.

Dependencies

TGFX uses depsync tool to manage third-party dependencies.

For macOS platform:

Run the script in the root of the project:

./sync_deps.sh

This script will automatically install the necessary tools and synchronize all third-party repositories.

For other platforms:

First, make sure you have installed the latest version of node.js (You may need to restart your computer after this step). And then run the following command to install depsync tool:

npm install -g depsync

And then run depsync in the root directory of the project.

depsync

Git account and password may be required during synchronizing. Please make sure you have enabled the git-credential-store so that CMakeList.txt can trigger synchronizing automatically next time.

Getting Started

We offer concise demos for different platforms, demonstrating how to integrate the tgfx library into your project. Once you've built the project, you'll find a straightforward app rendering various test cases from the drawers/ directory. These test cases include rendering shapes, images, and simple texts. With a simple touch on the screen, you can switch between different test cases. If you are looking for further guidance on API usage, consider exploring the test cases found in the test/ directories. They may provide valuable insights and assistance.

Before you begin building the demo projects, please make sure to carefully follow the instructions provided above in the Build Prerequisites and Dependencies sections. They will guide you through the necessary steps to configure your development environment.

Android

The android demo project requires the Android NDK. We recommend using the 19.2.5345600 version, which has been fully tested with the tgfx library. If you open the project with Android Studio, it will automatically download the NDK during Gradle synchronization. Alternatively, you can download it from the NDK Downloads page.

If you choose to manually download the Android NDK, please extract it to the default location. On macOS, this would be:

/Users/yourname/Library/Android/sdk/ndk/19.2.5345600

On Windows, it would be:

C:\Users\yourname\AppData\Local\Android\Sdk\ndk\19.2.5345600

Alternatively, you can set one of the following environment variables for tgfx to locate the NDK:

["ANDROID_NDK_HOME", "ANDROID_NDK_ROOT", "ANDROID_NDK", "NDK_HOME", "NDK_ROOT", "NDK_PATH"]

To get started, open the android/ directory in Android Studio, and you'll be all set! If you encounter any issues during Gradle synchronization, please ensure that you haven't accidentally clicked on the pop-up hints for Gradle version upgrades. If you have, undo the changes you made to the project and attempt synchronization again. If the issue is related to your IDE configuration, please search for a solution on Google. However, if you believe the problem is associated with the project configuration, you can open an Issue to address it.

iOS

Run the following command in the ios/ directory or double-click on it:

./gen_ios

This will generate an XCode project for iPhone devices. If you prefer to generate a project for the simulators, use the following command instead:

./gen_simulator

This will generate a simulator project for the native architecture, for example, arm64 for Apple Silicon Macs and x64 for Intel Macs. If you want to generate a project for the specific architecture, you can use the -a option:

./gen_simulator -a x64

Additionally, you can pass cmake options using the -D option. For instance, if you want to generate a project with webp encoding support, please run the following command:

./gen_ios -DTGFX_USE_WEBP_ENCODE=ON

Finally, open XCode and launch the ios/Hello2D.xcworkspace to build and run the demo project.

macOS

Run the following command in the mac/ directory or double-click on it:

./gen_mac

This will generate a project for the native architecture, for example, arm64 for Apple Silicon Macs and x64 for Intel Macs. If you want to generate a project for the specific architecture, you can use the -a option, for example:

./gen_mac -a x64

Additionally, you can pass cmake options using the -D option. For example, if you want to generate a project with freetype support, please run the following command:

./gen_mac -DTGFX_USE_FREETYPE=ON

At last, launch XCode and open the mac/Hello2D.xcworkspace. You'll be ready to go!

Web

The web demo project requires the Emscripten SDK. You can download and install it from the official website. We recommend using the 3.1.20 version, which has been fully tested with the tgfx library. If you are on macOS, you can also install it using the following script:

web/script/install-emscripten.sh

To begin, navigate to the web/ directory and execute the following command to install the necessary node modules:

npm install

And then run the following command in the web/ directory to build the demo project:

npm run build

This will generate hello2d.js and hello2d.wasm files into the web/demo/wasm directory. Afterward, you can start an HTTP server by running the following command:

npm run server

This will open http://localhost:8081/web/demo/index.html in your default browser. You can also open it manually to see the demo.

To debug the C++ code, ensure that you have installed the browser plugin: C/C++ DevTools Support (DWARF). Next, open Chrome DevTools and navigate to Settings > Experiments. Check the option WebAssembly Debugging: Enable DWARF support to enable SourceMap support.

And then, replace the previous build command with the following:

npm run build:debug

With these steps completed, you will be able to debug C++ files directly within Chrome DevTools.

To build the demo project in CLion, please Open the Settings panel in CLion and go to Build, Execution, Deployment > CMake. Create a new build target. And then set the CMake options to the following value:

DCMAKE_TOOLCHAIN_FILE="path/to/emscripten/emscripten/version/cmake/Modules/Platform/Emscripten.cmake"

Once you have created the build target, make sure to adjust the Configurations accordingly to align with the newly created build target. By doing so, you will gain the ability to build the tgfx library in CLion.

Additionally, please note that when using ESModule for your project, it is necessary to manually pack the generated .wasm file into the final web program. This is because common packing tools usually ignore the .wasm file. Moreover, remember to upload the .wasm file to a server, enabling users to access it from the network.

Linux

When running Linux, the system usually lacks GPU hardware support. Therefore, we utilize the SwiftShader library to emulate the GPU rendering environment. Since SwiftShader relies on certain X11 header files, it is necessary to install the following packages before building the demo project:

yum install libX11-devel --nogpg

Next, execute the following commands in the linux/ directory:

cmake -B ./build -DCMAKE_BUILD_TYPE=Release
cmake --build ./build -- -j 12

You will get the demo executable file in the build directory. You also have the option of opening the linux/ directory in CLion and building the demo project directly in the IDE.

Windows

To start, open the win/ directory in CLion. Next, open the File->Setting panel and navigate to Build, Execution, Deployment->ToolChains. Set the toolchain of CLion to Visual Studio with either amd64 (Recommended) or x86 architecture. Once done, you'll be able to build and run the Hello2D target.

If you prefer to use the VS Studio IDE, you can open the x64 Native Tools Command Prompt for VS 2019 and execute the following command in the win/ directory:

cmake -G "Visual Studio 16 2019" -A x64 -B ./build-x64

This will generate a project for the x64 architecture. If you want to generate a project for the x86 architecture, open the x86 Native Tools Command Prompt for VS 2019 and run the following command instead:

cmake -G "Visual Studio 16 2019" -A Win32 -B ./build-x86

Finally, go to the build-x64/ or build-x86/ directory and open the Hello2D.sln file. You'll be ready to go!

QT

For macOS users, just open the qt/ directory in CLion. Then, navigate to the qt/QTCMAKE.cfg file to modify the QT path with your local QT installation path. Once done, you can proceed to build and run the Hello2D target.

For Windows users, ensure that the ToolChain of CLion is set to Visual Studio with amd64 architecture. Then, navigate to the qt/ folder in CLion and find the qt/QTCMAKE.cfg file. Modify the QT path to match your local QT installation path. Afterward, access the configuration panel of the Hello2D target in CLion. Enter the local QT DLL library path in the Environment Variables row, e.g., PATH=C:\Qt\6.6.1\msvc2019_64\bin. Finally, you're ready to build and run the Hello2D target.

Build Library

Aside from directly integrating the source code of tgfx into your project, you also have the option of linking with the precompiled libraries. TGFX utilizes the vendor_tools project as its build system, enabling a unified approach to build the tgfx library across all platforms.

To quickly get started, execute the following command in the root directory:

node build_tgfx

This command will build the release version of the tgfx library for the native platform. After the execution, you will find the compiled tgfx libraries in the out/release directory. If you wish to target a specific platform, please use the -p [--platform] option. The supported platform names are as follows: win, mac, ios, linux, android, web.

node build_tgfx -p ios

When developing for apple platforms, you have the convenient -x [--xcframework] option available. This option enables you to effortlessly create xcframeworks:

node build_tgfx -p mac -x

After the execution, you will find the tgfx.xcframework in the out/release/mac directory.

Additionally, you can pass cmake options using the -D prefix. For example, if you want to build tgfx with the freetype option enabled, please run the following command:

node build_tgfx -DTGFX_USE_FREETYPE=ON

To access more details and options, execute the command along with the -h [--help] option:

node build_tgfx -h

Contribution

If you have any ideas or suggestions to improve tgfx, welcome to open a discussion / issue / pull request. Before making a pull request or issue, please make sure to read Contributing Guide.

Support Us

If you find tgfx is helpful, please give us a Star. We sincerely appreciate your support :)

Star History Chart

License

TGFX is licensed under the BSD-3-Clause License

About

A lightweight 2D graphics library for rendering texts, geometries, and images with high-performance APIs that work across various platforms.

Resources

License

Stars

Watchers

Forks

Packages

No packages published

Languages

  • C++ 90.6%
  • Objective-C++ 3.1%
  • TypeScript 2.7%
  • CMake 1.3%
  • Objective-C 1.1%
  • JavaScript 0.4%
  • Other 0.8%