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# Slint

[![Component Registry](https://components.espressif.com/components/slint/slint/badge.svg)](https://components.espressif.com/components/slint/slint)

Slint is a declarative GUI toolkit to build native user interfaces for desktop and embedded applications written in Rust, C++, or JavaScript.

This component provides the C++ version of [Slint](https://slint.dev/) for the [Espressif IoT Development Framework](https://docs.espressif.com/projects/esp-idf/en/latest/esp32/index.html).

It has been tested on ESP32-S3 devices.

![Screenshot](https://user-images.githubusercontent.com/959326/260754861-e2130cce-9d2b-4925-9536-88293818ac3e.jpeg)

## Usage

By using this component, the `Slint::Slint` CMake target is linked to your application and you can access the entire functionality of the
[Slint C++ API](https://slint.dev/docs/cpp).

In addition, this component provides the `slint_esp.h` header file, which provides a `EspPlatform` class, based on
[ESP LCD Touch](https://components.espressif.com/components/espressif/esp_lcd_touch). It implements the `slint::platform::Platform` interface by
reading touch events and rendering to an attached screen via `esp_lcd_panel_draw_bitmap`.

Use this platform implementation by instantiating it with a `esp_lcd_panel_handle_t`, an optional `esp_lcd_touch_handle_t`, and a pointer to one
or two `slint::platform::Rgb565Pixel` frame buffers. Next, register the instance with the Slint run-time library by calling `slint::platform::set_platform()`:

```cpp

static std::vector<slint::platform::Rgb565Pixel> single_buffer(BSP_LCD_H_RES * BSP_LCD_V_RES);

slint::platform::set_platform(
        std::make_unique<EspPlatform>(slint::PhysicalSize({ BSP_LCD_H_RES, BSP_LCD_V_RES }),
                                      panel_handle, touch_handle, single_buffer));
```

Alternatively, you can implement your own sub-class of `slint::platform::Platform` to drive the screen and handle input events.

Next, integrate your `.slint` files into the build by compiling them to C++ and linking them to your component:

```cmake
slint_target_sources(${COMPONENT_LIB} my_application_ui.slint)
```

Instantiate the Slint component by including the generated header file (`my_application_ui.h` in the above example), call `create()`
on the generated class and `run()` to spin the event loop:

```cpp
#include "my_application_ui.h"

/// ...

auto my_application_ui = MainWindow::create();

my_application_ui->run();
```

## License

You can use Slint under ***any*** of the following licenses, at your choice:

1. [GNU GPLv3](https://github.com/slint-ui/slint/blob/master/LICENSES/GPL-3.0-only.txt),
2. [Paid license](https://slint.dev/pricing.html).

See also the [Licensing FAQ](https://github.com/slint-ui/slint/blob/master/FAQ.md#licensing).

Slint is also available with a third license (Royalty Free) for desktop applications.

## Links

[Website](https://slint.dev) · [GitHub](https://github.com/slint-ui/slint) · [Docs](https://slint.dev/docs/cpp)

Links

Supports all targets

License: Custom

To add this component to your project, run:

idf.py add-dependency "slint/slint^1.2.0-alpha3"

or download archive

Dependencies

  • espressif/esp_lcd_touch >=1.0.4
  • ESP-IDF >=5.1
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