Book Image

Building Cross-Platform GUI Applications with Fyne

By : Andrew Williams
5 (1)
Book Image

Building Cross-Platform GUI Applications with Fyne

5 (1)
By: Andrew Williams

Overview of this book

The history of graphical application development is long and complicated, with various development challenges that persist to this day. The mix of technologies involved and the need to use different programming languages led to a very steep learning curve for developers looking to build applications across multiple platforms. In Building Cross-Platform GUI Applications with Fyne, you'll understand how the Go language, when paired with a modern graphical toolkit such as Fyne, can overcome these issues and make application development much easier. To provide an easy-to-use framework for cross-platform app development, the Fyne project offers many graphical concepts and design principles that are outlined throughout this book. By working through five example projects, you'll learn how to build apps effectively, focusing on each of the main areas, including the canvas, layouts, file handling, widgets, data binding, and themes. The book will also show you how the completed applications can then be run on your desktop computer, laptop, and smartphone. After completing these projects, you will discover how to prepare applications for release and distribute them to platform marketplaces and app stores. By the end of this book, you'll be able to create cross-platform graphical applications with visually appealing user interfaces and concise code.
Table of Contents (18 chapters)
1
Section 1: Why Fyne? The Reason for Being and a Vision of the Future
4
Section 2: Components of a Fyne App
10
Section 3: Packaging and Distribution

Chapter 4: Layout and File Handling

In the previous chapter, we learned how the main drawing aspects of the Fyne toolkit are organized and how an application can work directly with CanvasObject items on a window canvas. This was sufficient information to set up a small game, but once applications add the presentation of lots of information or require user input and workflows, they typically require more complex user interface designs. In this chapter, we look at how an application user interface is structured, covering the following:

  • Arranging a Container item using built-in layout algorithms
  • Creating custom layout algorithms
  • Handling files in a way that works across all platforms, desktop, and mobile

With this knowledge, we will build an application for browsing photographs. Let's get started!