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<div align="center"> <a href="https://lanox2d.com"> <img width="30%" height="30%" src="https://tboox.org/static/img/lanox2d/lanox2d.png"> </a> <div> <a href="https://github.com/lanox2d/lanox2d/blob/main/LICENSE.md"> <img src="https://img.shields.io/github/license/lanox2d/lanox2d.svg?colorB=f48041&style=flat-square" alt="license" /> </a> <a href="https://t.me/tbooxorg"> <img src="https://img.shields.io/badge/chat-on%20telegram-blue.svg?style=flat-square" alt="Telegram" /> </a> <a href="https://jq.qq.com/?_wv=1027&k=5hpwWFv"> <img src="https://img.shields.io/badge/chat-on%20QQ-ff69b4.svg?style=flat-square" alt="QQ" /> </a> <a href="https://github.com/sponsors/waruqi"> <img src="https://img.shields.io/badge/donate-us-orange.svg?style=flat-square" alt="Donate" /> </a> </div> <p>A lightweight and fast 2D vector graphics engine</p> </div>

Introduction (中文)

Lanox2D is a lightweight and fast 2D vector graphics engine.

Note

This project is still in the internal development process, we will not provide any technical support.

Build

Prepare

We need to install the Xmake cross-platform build tool first.

Platform

Host Platform

By default, Windows/Linux/macOS platforms only require one-click compilation, and Xmake will select the optimal rendering device and window.

$ xmake

Android

Compile the library and generate the apk package of the Example project.

$ xmake apk_build

Of course, we can also directly use Android Studio to open the internal project to directly compile and run.

iOS

Compile the library and generate the ipa package of the Example project.

$ xmake ipa_build

Of course, we can also directly use Xcode to open the internal project to directly compile and run.

Rendering device

Currently, we support the following rendering devices:

OpenGL

On Linux, we use OpenGL as the default rendering device by default, but on other platforms, if we also want to use OpenGL, we can manually configure the switch.

$ xmake f --window=glfw [--device=opengl]
$ xmake

Usually, we only need to switch to the glfw window, and xmake will use OpenGL by default.

We can also switch to use Glut as a window.

$ xmake f --window=glut
$ xmake

Vulkan

$ xmake f --device=vulkan --window=glfw
$ xmake

Metal

On macOS/iOS, we will use Metal as the rendering device by default.

Render window

We can switch the following window types through the xmake f --window=xxx configuration.

Contacts