a mighty ui library for openframeworks
C++ C Makefile
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Instructions are not exactly up to date.

Active working ongoing in the fs2 branch ofxFontStash2 is stable enough. Development is back on master!


  • ☀️ use dependencies instead of including everything (ofxUnicode, ofxEasyRetina, ofxFontStash)
  • ☀️ switch from poco events to ofEvent (same behind the scenes, but nicer to use)
  • ☀️ moving files around to follow ofx addon standard. already sortof works with project generator. hurray!
  • ⛅️ hm... seems the project generator doesn't set up copying of data files?
    Yep, that's the case!
  • ☀️ test with new pg (project generator)
  • ⛅️ test android (+retina)
  • ⛅️ test ios (+retina)
  • ⛅️ test windows (hidpi partially supported. needs testing when moving between monitors, needs testing on win10)
  • 🔴 finish textfield overlays --> or make simple textfield?
  • ⛅️ look into stb_textedit https://github.com/nothings/stb/blob/master/stb_textedit.h
  • ☁️ stupid mobile rotation issues
  • ☀️ see if i can depend on the "proper" ofxFontStash
    Don't care for now. Waiting for fontstash2 to look
  • ☀️ cleanup include structure. how does it even compile?
  • ☁️ prefix all filenames with Mui to avoid include conflicts
  • ☁️ create a ofxMightyUI.h that can be included (including MUI.h feels odd in OF)
  • ☑︎ make a basic example
  • ⛅️ window size is very confused until the window is resized once (esp one windows) -> seems fine now!
  • ☀️ possible speed gain when combining textureatlas of fontstash and mui ui elements? (no switching textures -> drawArrays becomes non blocking?) --> better to collect draw commands as long as possible.
  • ☁️ include dropdown, instanced listview, and some other classes i have lying around here and there
  • ⛅️ added de/serialization mechanism to mui::ParameterPanel (either my IO.h, or some built in xml thingie) --> use the code from osci studio?
  • ☁️ add support for ofParameter / ofParameterGroup to parameterpanel? (is it fast enough?, i want something lock free)
  • ☁️ create a color picker component


  • ⛅️ clean up layouting mess --> remove layoutHandler, create onLayout event. maybe include the new L.h i've been using in my own projects

- add event handlers (onTouchDown, onTouchUp, ...)


  • ☀️ what is needed for the user to enable retina? [should be supported] -> add the high resolution capable option to the plist
  • Copy Resources: cp -R ../../../addons/ofxMightyUI/bin/data/* "$TARGET_BUILD_DIR/$PRODUCT_NAME.app/Contents/Resources/" can this be done with projectgen? --> not at the moment. not gonna mess around to get this to work.


  • ⛅️ what is need to detect retina? (using scaleFactor already works very nicely)
  • Copy Resources: Go to Project settings, choose "all configurations". Then go to Build Events>Post-Build Events add this to the command line:
    xcopy /e /i /y "$(ProjectDir)..\..\..\addons\ofxMightyUI\bin\data\mui" "$(ProjectDir)bin\data\mui"

A handy UI addon for openFrameworks.


This is very much a work in progress. The following works:

  • Windows (draggable, with titles and optional left/right toolbar buttons)
  • Labels (with all sorts of alignments)
  • Sliders (multitouch enabled, optionally with value labels)
  • Buttons
  • Textfields (operating system textfield is overlayed during editing so it allows copy&paste)
  • Scrollpanes
  • Segmented buttons (the equivalent of radio buttons in a way)
  • Retina support


Download the current master branch, either as zip or clone from git with

cd OF/addons
git clone https://github.com/kritzikratzi/ofxMightyUI.git

All platforms

Edit addons.make and add this line:


With this alone makefile builds should already work.


outdated, this is much easier now

  • Add the folder addons/ofxMightyUI/src to your XCode project
  • Go to Project>Targets>emptyExample>Build Phases>Link Binary with Libraries. Click the '+' icon and add the CoreText framework.
  • Go to Project>Targets>emptyExample>Build Phases>Run Script and add
    cp -rf ../../../addons/ofxMightyUI/bin/data/ "$TARGET_BUILD_DIR/$PRODUCT_NAME.app"


outdated, this is much easier now

  • Add the folder addons/ofxMightyUI/src to your XCode project.
  • Go to Project>Targets>emptyExample>Build Phases>Run Script and add
    cp -rf ../../../addons/ofxMightyUI/bin/data/ "$TARGET_BUILD_DIR/$PRODUCT_NAME.app/Contents/Resources"


outdated, this is much easier now

  • Create a groups (filters) for ofxMightyUI
  • Add all .cpp and .h from those folders to their respective groups
  • Go to Project>Properties, choose "All configurations" from the dropdown on top
  • Go to C/C++>General and edit additional include directories. Add the following

  • Go to Build Events>Post-Build Events and add this to command line:
    xcopy /e /i /y "$(ProjectDir)..\..\..\addons\ofxMightyUI\bin\data\mui" "$(ProjectDir)bin\data\mui"


outdated, this is much easier now

  • Refresh your project view (press F5), the ofxMightyUI subproject should show up
  • Right click>Resource Configuration>Exclude From Build>Release and Debug for these folders:
    • ofxMightyUI/addons/ofxFBO
    • ofxMightyUI/addons/ofxEasyRetina
    • ofxMightyUI/addons/ofxMUI/native
    • ofxMightyUI/addons/ofxMUI/native-osx
    • ofxMightyUI/src

Also find the excludes section in config.make and add those same folders:

PROJECT_EXCLUSIONS += $(PROJECT_ROOT)/ofxMightyUI/addons/ofxEasyRetina
PROJECT_EXCLUSIONS += $(PROJECT_ROOT)/ofxMightyUI/addons/ofxMUI/native
PROJECT_EXCLUSIONS += $(PROJECT_ROOT)/ofxMightyUI/addons/ofxMUI/native-osx


There's a longer example in the src/ folder.


#include "MUI.h"

class testApp{
    // Root element to which you can add your UI elements
    mui::Root *root;

    mui::Button * button;
    mui::SliderWithLabel * slider; 

    // callback used for the button onPress
    void onButtonPress( const void* sender, ofTouchEventArgs &args ); 


void testApp::setup(){  

    // create root element
    root = new mui::Root();

    // create button and register add listener
    button = new mui::Button( "Button", 20, 200, 70, 30 ); 
    ofAddListener( button->onPress, this, &testApp::onButtonPress );
    root->add( button ); 

void testApp::onButtonPress( const void* sender, ofTouchEventArgs &args ){
    cout << "the button was pressed!" << endl; 


Component Description
Container Basis for everything. Has (optional) opaque background and takes care of handling touch and key events
Root Takes care of embeding ofxMightyUI into an openFrameworks base class
Label A text label with vertical and horizontal alignment and text color
Button A clickable button with an onPress eventlistener. Contains a label
ToggleButton Same as button, but has two states (selected=true/false)
ScrollPane Takes care of clipping and efficiently display lots of items. Supports scroll wheel and touch scroll, optional paging and autoscroll (for logs).
SegmentedSelected A set of buttons to choose between various options (e.g. color=red/green/blue). Uses templates to attach data to the options
Slider A simple horizontal slider
SliderWithLabel A slider, with a label that displays the current value.
TextField Deprecated. Native textfield overlay. Will be gone soon.
TextArea In progress, unusable. TextField replacement

Parameter Panel

MUI includes a handy thing named parameter panel.

include "ofxMightyUI.h"

include "MuiParameterPanel.h"

class ofApp{

mui::Root * root; 
mui::ParameterPanel * params; 

void setup(){
    root = new mui::Root(); 
    params = new ParameterPanel(); 

    params->addSlider("radius", 10,500, 50, 1); // slider from 10-500, default 50, 1 decimal precission

void draw(){
    ofTranslate(ofGetWidth()/2, ofGetHeight()/2); 
    ofCircle(0,0, params->getFloat("radius")); 



Third party software/assets used:

The project itself is released under WTFPL.


In the long run this is supposed to be a small but flexible UI library that runs cross-platform with multitouch support.

The library aims to only provide a minimal set of elements needed for basic interactive artworks: sliders, segmented controls, buttons, labels, toolbars/navigation bars, internal windows, textfields

ofxMightyUI is (and most likely won't be suitable) as neither a proper GUI replacement or as a scenegraph. turns out: it is a neat little scenegraph. so maybe yes.