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Building Cross-Platform GUI Applications with Fyne

You're reading from   Building Cross-Platform GUI Applications with Fyne Create beautiful, platform-agnostic graphical applications using Fyne and the Go programming language

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Product type Paperback
Published in Jan 2021
Publisher Packt
ISBN-13 9781800563162
Length 318 pages
Edition 1st Edition
Languages
Tools
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Author (1):
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Andrew Williams Andrew Williams
Author Profile Icon Andrew Williams
Andrew Williams
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Toc

Table of Contents (18) Chapters Close

Preface 1. Section 1: Why Fyne? The Reason for Being and a Vision of the Future
2. Chapter 1: A Brief History of GUI Toolkits and Cross-Platform Development FREE CHAPTER 3. Chapter 2: The Future According to Fyne 4. Section 2: Components of a Fyne App
5. Chapter 3: Window, Canvas, and Drawing 6. Chapter 4: Layout and File Handling 7. Chapter 5: Widget Library and Themes 8. Chapter 6: Data Binding and Storage 9. Chapter 7: Building Custom Widgets and Themes 10. Section 3: Packaging and Distribution
11. Chapter 8: Project Structure and Best Practices 12. Chapter 9: Bundling Resources and Preparing for Release 13. Chapter 10: Distribution – App Stores and Beyond 14. Other Books You May Enjoy Appendix A: Developer Tool Installation 1. Appendix B: Installing Mobile Build Tools 2. Appendix C: Cross-Compiling

Chapter 3: Window, Canvas, and Drawing

We have explored the basics of graphical application development and seen how starting with a new design in a modern language can lead to easier development. From this point on, we will be looking in more detail at how the Fyne toolkit aims to provide an easy-to-use API for building cross-platform applications for all developers.

In this chapter, we will investigate the structure of a Fyne application, how it draws objects, and how they can be scaled and manipulated—as well as animated—in a container.

In this chapter, we will cover the following topics:

  • How Fyne applications are structured and how to start making your first app
  • Exploring the canvas package and the types of objects that can be drawn
  • How scalable elements create a clean user interface
  • Working with bitmaps and pixel rendering
  • Animation of elements and properties

By the end of this chapter, you will know how these features combine...

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