muigui
v0.0.17
Published
A Simple GUI
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muigui (⍺)
A simple Web UI library.
muigui is a simple UI library in the spirit of dat.gui and/or lil-gui and tweakpane
Usage
import GUI from 'https://muigui.org/dist/0.x/muigui.module.js';
or
<script src="https://muigui.org/dist/0.x/muigui.min.js"></script>
Then
const s = {
someNumber: 123,
someString: 'hello',
someOption: 'dog',
someColor: '#ED3281',
someFunction: () => console.log('called')
};
const gui = new GUI();
gui.add(s, 'someNumber', 0, 200); // range 0 to 200
gui.add(s, 'someString');
gui.add(s, 'someOption', ['cat', 'bird', 'dog']);
gui.addColor(s, 'someColor');
gui.add(s, 'someFunction');
produces
Why
So, to be honest, I like tweakpane and I didn't know about it when I started this library. That said, I've looked into using tweakpane and it doesn't meet my needs as of v4.0.0. Examples below
Simpler
I wanted certain things to be simpler. For example, in dat.gui/lil.gui/tweakpane, if I wanted to store radians in code but show degrees in the UI I had to jump through hoops. I could either, store degrees and convert 😢
const settings = { angle: 45, }; gui.add(settings, 'angle', -360, 360); ... const rotation = settings.angle * Math.PI / 180
That's bad IMO. I shouldn't have to refactor my code to fit the GUI.
I can make some proxy class that presents degrees to the GUI and stores them in radians like this
class DegRadHelper { constructor( obj, prop ) { this.obj = obj; this.prop = prop; } get value() { return this.obj[this.prop] * 180 / Math.PI; } set value(v) { this.obj[this.prop] = v * Math.PI / 180; } } const settings = { angle: Math.PI * 0.5, }; gui.add(new DegRadHelper(settings, 'angle'), 'value', -360, 360);
But that looks poor to use. What is
'value'
?? 😭So, muigui handles that slightly nicer in the form of converters.
const settings = { angle: Math.PI * 0.5, }; const degToRad = d => d * Math.PI / 180; const radToDeg = r => r * 180 / Math.PI; gui.add(s, 'angleRad', { min: -360, max: 360, converters: { to: radToDeg, from: v => [true, degToRad(v)], }});
Typically I'll pull out the settings like this
const degToRad = d => d * Math.PI / 180; const radToDeg = r => r * 180 / Math.PI; const radToDegSettings { min: -360, max: 360, converters: { to: radToDeg, from: v => [true, degToRad(v)], }});
And then I can use it like this
const settings = { angle: Math.PI * 0.5, rotation: Math.PI * 0.25, }; gui.add(s, 'angleRad', radToDegSettings); gui.add(s, 'rotation', radToDegSettings);
You provide converters where
to
converts to the form the UI wants andfrom
converts back. The reasonfrom
returns a tuple is that it's used to convert the text and gives you a chance to say the text does not match the required format in which case you return[false]
Other examples of simpler: Want a drop-down for numbers?
const settings = { speed: 1 } // tweakpane pane.addBinding(settings, speed, { options: { slow: 0, medium: 1, fast: 2, } }) // muigui gui.add(settings, 'speed', ['slow', 'medium', 'fast']);
Want a drop-down for strings
const settings = { alphaMode: 'opaque' } // tweakpane pane.addBindng(settings, 'alphaMode', { options: { 'opaque': 'opaque', 'premultiplied': 'premultiplied', } }); // muigui gui.add(settings, 'alphaMode', ['opaque', 'premultiplied']);
Of course you can also pass in key/value settings like tweakpane.
Color formats and storage
I often work with WebGL and WebGPU. The most common colors are in an array or a typedArray
const uniforms = { color1: [1, 0.5, 0.25], // orange color2: new Float32Array([0, 1, 1]), // cyan color3: new Uint8Array([0, 128, 0, 128]), // transparent green };
Neither dat.gui, lil.gui, nor tweakpane can edit these AFAICT. (2023) You'd have to jump through the hoops like the
DegRadHelper
example above but it's not that easy because, if you're showing the value textually then you want that value to be the one you want to show the user, not the value the editor wants.This is still an issue in muigui where it uses the browser's built in color editor in parts. That editor might show 0-255 values but if it's editing 0 to 1 values it'd be nice if the editor showed 0 to 1 values.
muigui does handle this in the text part of it's color display. If you ask it to edit 0 to 1 values it shows 0 to 1 values in the text part. The reason you need the text part is so you can copy and paste colors
muigui also edits hsl colors. By that I don't mean the editor can switch to an HSL editor, I mean the actual value that comes out is
hsl(hue, sat, luminance)
and not some RGB value. Like the number conversions, it would be easy to addhsv
,hsb
, maybelabch
etc...More Use Cases
In some projects, I'd end up writing a small app with an HTML form and then have to write all the code to parse the form and I'd be thinking "It would be so nice if I could use the same API as dat.gui 🙁
So, I thought I'd try to write a library that handled that case.
Exploration
I also wanted to explore various things though many of them have not made it into muigui yet.
PropertyGrid
I'm sure the first app to do this was something from the 60s or 70s in Smalltalk or something but my first experience was C#. In C# the UI library had a
PropertyGrid
which you could pass any class and with would auto-magically make UI to edit the public fields of that class. If you've ever used Unity, it's the same. You declare a class and it immediately shows a UI for all of its public properties.That's easier in a typed language than a more loose language like JavaScript.
I'm still experimenting with ideas but it sure would be nice to get that for JS. Just give it an object and get a UI. You can then customize later.
To be more concrete. Here's some code to setup a GUI
const s = { someNumber: 123, someString: 'hello', someOption: 'dog', someColor: '#ED3281', someFunction: () => console.log('called') }; const gui = new GUI(); gui.add(s, 'someNumber', 0, 200); // range 0 to 200 gui.add(s, 'someString'); gui.add(s, 'someOption', ['cat', 'bird', 'dog']); gui.addColor(s, 'someColor'); gui.add(s, 'someFunction');
I'd really like it to be this
const s = { someNumber: 123, someString: 'hello', someOption: 'dog', someColor: '#ED3281', someFunction: () => console.log('called') }; const gui = new GUI(); gui.add(s);
You could implement that like this
for (const key of Object.keys(s)) { gui.add(s, key); }
But that won't work.
someNumber
could only become aTextNumber
because there's no range.someOption
would only become aText
because there's no info that it's an enum.someColor
would become aText
because there's no info that it's a color. So in the end only 2 of the 5 would work without having to provide more info.It's not clear in JS that adding that info would be a win for keeping it simple but it sure would be nice. I've thought about passing a second object with options. The simplest version would be something like this
const s = { someNumber: 123, someString: 'hello', someOption: 'dog', someColor: '#ED3281', someFunction: () => console.log('called') }; const argsByName: { someNumber: [{ min: 1, max: 200 }], someOption: [['cat', 'bird', 'dog']], someColor: [{type: 'color'}], }; addObject(s, argsByName) { for (const key of Object.keys(s)) { gui.add(s, key, ...(argsByName[key] || []); } }
But that's not really what you get from a typed system. In a typed system, the fact that
someOption
is an enum is known from its type. Similar thatsomeColor
is a a color is known from its type.someNumber
is still problematic because it needs a range which is probably not part of its type.In any case, It'd be nice to find a way to get an instant UI like C#/Unity does.
Modularity
Ideally I'd like it to be easy to make UIs based on collections of parts. A simple example might be a 3 component vector editor that is the combination of 3 number editors.
I'm still experimenting. While muigui has components that do this I'm not happy with the API ergonomics yet and is why I haven't documented them. In fact I'd pretty much like to re-write all of the code for like the 4th time 😅 but I hope to keep the normal usage API the same.
Similarly I'd like to more easily split layout so it's trivial to layout sub components. Again, still experimenting.
Don't over specialize
This might be ranty, but I find libraries that try to do too much, frustrating. In this case, it would be a library that graphs data for you. The problem with this functionality is that there is no end to the number of features that will be requested.
You start with "graph an array of numbers". Then you'll be asked to be able to supply a range. Then you'll be asked to allow more than one array for the graph. You'll next be asked to let you specify a different color for each array. Next you'll be asked to draw axes, in different colors, with different units, and labels. Then you'll be asked to have an option to fill under the graph. Etc, etc, etc... forever.
In this case, It's arguably better to provide a canvas and let the developer write their own graphing code. Maybe provide an example or a simple helper for the simplest case.
They can even choose when to update vs having to choose an interval.
Let's compare
// tweakpane const pane = new Pane(); pane.addBinding(PARAMS, 'wave', { readonly: true, view: 'graph', min: -1, max: +1, }); // muigui const gui = new GUI(); helpers.graph(gui.addCanvas('wave'), waveData, { min: -1, max: +1, });
It wasn't any harder to use, but the fact that we just returned a canvas and left the rest outside the library made it way more flexible.
Another example might be monitoring. Some libraries provide a way to make a GUI part poll its value for the purpose of displaying values but does that really need to be part of the library?
Compare
pane.addBinding(PARAMS, 'data', { readonly: true, interval: 200, });
vs
const label = gui.addLabel(); setInterval(() => { label.text(JSON.stringify(PARAMS.data, null, 2)); }, 200);
They're about the same amount of code but in the first version you can only make that area show the data at
PARAMS.data
where as in the 2nd version you can show whatever you want. Data for the currently select item, player stats, a text based graph. You're not limited to only properties ofPARAMS
nor are you limited to how it chooses to format those.This problem of providing too specialized a solution is endemic throughout the library ecosystem of pretty much every language.
There's a balance, but in general, if you need to add more and more options then it was probably the wrong solution. It's better to provide the building blocks.
</rant>
😅
No Save/Restore
The problem with save/restore in lil.gui etc is it assumes the data I want to edit can be serialized to JSON
Just as the simplest example I can think of
const material = new THREE.MeshBasicMaterial();
const gui = new GUI();
gui.addColor(material, 'color');
It makes no sense to save/restore here. I'm editing a three.js material. If I wanted to serialize anything I'd serialize the material.
Otherwise I can just save the stuff I passed to the GUI.
const s = {
someNumber: 123,
someString: 'hello',
someOption: 'dog',
someColor: '#ED3281',
};
// save
const str = JSON.stringify(s);
// restore
Object.assign(s, JSON.parse(str));
gui.updateDisplay();
In other words, the serialization is too specialized. It's trivial
to call JSON.stringify
on data that serializable. No need to put
serialization in the GUI. Note: I get that you might want to save
some hidden gui state like whether or not a folder is expanded.
You still run into the issue though that the data being edited
might not be easily serializable so you'd have to find another solution.
To put it another way, it's not the responsibility of a UI library to serialize.
Future
I'm under sure how much time I'll continue to put into this. I get the feeling other people are far more motivated to make UIs. Maybe if I'm lucky they'll take some inspiration from the thoughts and ideas above and I'll find they've covered it all.