| .. _UI: |
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| User Interface |
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| MuJoCo has a native UI framework. Its use is illustrated in the :ref:`simulate.cc <saSimulate>` viewer. It is |
| designed to be fast in terms of updating and rendering, easy to use both for the developer and for the user, |
| cross-platform, and integrated with the native MuJoCo renderer. In order to achieve these design goals, we have omitted |
| many features and customization options that are available in other UI frameworks, and instead focused on efficiency and |
| automation. |
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| .. _uiDesign: |
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| Design overview |
| ~~~~~~~~~~~~~~~ |
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| Native OpenGL rendering |
| We do not use any helper tools or libraries. Instead we provide C code for rendering all UI elements directly in |
| OpenGL. We support multiple UIs, each of which is a virtual rectangle that can be taller than the visible window. The |
| elements of each UI are rendered offscreen in auxiliary OpenGL buffers, via minimal updates, only when changes are |
| necessary. At each screen refresh we then copy the pixels from these auxiliary buffers to the window framebuffer, and |
| also implement vertical scroll bars when the window is smaller than the UI. This copy operation is done on the GPU and |
| is very fast. |
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| Platform abstraction |
| The software design has 3 layers: OpenGL rendering of UI elements working in conjunction with the MuJoCo renderer |
| (which is fully cross-platform); abstract functions for access to windows, keyboard and mouse, defined as pure virtual |
| functions in the ``PlatformUIAdapter`` class; and an implementation of those functions in the derived class |
| ``GlfwAdapter``. `GLFW <https: |
| layered design in order to separate generic from platform-specific functionality. If GLFW needs to be replaced with |
| another similar framework for some reason, only ``GlfwAdapter`` will need to be rewritten. |
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| Themes and appearance |
| Individual UI elements do not allow customization in terms of appearance or layout. Instead, we use themes for colors |
| and spacing, and arrange all UI elements automatically. Several built-in themes are provided and the user can design |
| custom themes, however the entire UI uses a single theme for all elements. Appearance is minimalist: mostly colored |
| rectangles with text. Bitmaps and other custom decorations are not supported. The UI element types are check boxes, |
| radio button groups, selection lists, sliders, text edit boxes, static text, buttons, separators. These elements are |
| grouped into sections which can be expanded and collapsed. |
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| Layout and rectangles |
| Each UI is one virtual rectangle, whose width is determined by the theme and whose height is determined by the |
| sections, items within each section, and also the expand/collapse state of each section. The sizes and auxiliary |
| buffers for these virtual rectangles are handled automatically when the UI is updated. Each UI has a visible rectangle |
| on the screen, and in addition there are other rectangles -- for 3D rendering, 2D figures, and possibly custom OpenGL |
| rendering. All these visible rectangles are saved (in :ref:`mjuiState`) and are used to determine where mouse events |
| should be directed. The rectangle layout is updated by a callback provided by the user. |
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| Static allocation and creation |
| Rather than allocating and deallocating a large number of objects corresponding to UI elements and linking them |
| together, we create a single C struct (type :ref:`mjUI`) with static allocation supporting some maximum number of |
| sections and elements; and then keep a record of how many are in use. UI creation is simplified by helper functions |
| whose input is a C struct (type :ref:`mjuiDef`) that is essentially a table where each row describes one UI element |
| (see below). This makes it possible to construct elaborate user interfaces with surprisingly little C code. |
| Programmatic UI creation is also possible, for example when populating a UI with sliders corresponding to MuJoCo model |
| joints. |
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| Minimal state |
| The UI is designed to be as stateless as possible, so as to simplify development. This has two aspects. First, instead |
| of replicating user data within the UI elements, we store pointers to user data. For example, we might create a UI |
| slider and set its data pointer to ``mjData* d->qpos+7``. This slider will visualize as well as control the 7th scalar |
| component of the qpos vector of a MuJoCo model. Thus, when the simulation is updated, we have to remember to update |
| the UI as well. And furthermore we have to disable UI editing when the simulation is being updated. But the advantage |
| is that the UI becomes easier to construct, and there is no danger of discrepancies between user data and the UI. |
| Second, the UI elements themselves are mostly stateless. Instead we keep track of a minimal set of global states, in |
| particular mouse and keyboard state, section expand/collapse, contents of the text box being edited if any. |
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| Automated enable and disable |
| While each UI item can be set in enabled or disabled state directly, we also provide automation as follows. Each UI |
| item can be assigned an integer category. Then a :ref:`mjfItemEnable` callback determines whether each category should |
| be enabled or disabled, based on some program-specific conditions. For example, sliders that can change the values of |
| MuJoCo model joints should be disabled when the simulation state is being updated. |
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| .. _uiAPI: |
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| Main API |
| ~~~~~~~~ |
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| Click on the links below for detailed API reference of the main UI data structures and functions. |
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| **Main data structures:** |
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| - :ref:`mjUI<mjUI>`: An entire UI. |
| - :ref:`mjuiState<mjuiState>`: Global UI state. |
| - :ref:`mjuiDef<mjuiDef>`: One entry in the definition table used for UI construction. |
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| **Main functions:** |
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| - :ref:`mjui_update<mjui_update>`: Main UI update function. |
| - :ref:`mjui_render<mjui_render>`: Renders the UI. |
| - :ref:`mjui_event<mjui_event>`: Low-level event handler. |
| - :ref:`mjui_add<mjui_add>`: Helper function used to construct a UI. |
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