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.
- 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)
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 |
- 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 arelease/{version}
branch from themain
branch. After onerelease/{version}
branch is cut, only high-priority fixes are checked into it.
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 3.1.58+
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- It is highly recommended to use the latest version of CMake, Numerous outdated versions of CMake may carry various bugs across different platforms.
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.
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.
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.
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.
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!
The web demo project requires the Emscripten SDK. You can download and install it from the official website. We recommend using the latest version. If you are on macOS, you can also install it using the following script:
brew install emscripten
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.
The above commands will build and run a single-threaded version. To build a multithreaded version, just add the suffix ":mt" to each command. For example:
npm run build:mt
npm run build:mt:debug
npm run serser:mt
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.
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.
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!
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.
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
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.
If you find tgfx is helpful, please give us a Star. We sincerely appreciate your support :)
TGFX is licensed under the BSD-3-Clause License