ovenpasta/adi2

A modern GUI library for Ada: CSS styling, XML UI, SDL3

48

stars

583

commits

Ada

primary language

Sep 7, 2026

updated

ada
ada2022
css
graphics
gui
sdl3
toolkit
ui
widgets

README

Adi2

Linux Windows REUSE

A modern GUI library for Ada.

Adi2 gives you a real widget toolkit with the niceties developers expect from a modern UI stack — CSS-like styling with live reload, declarative XML layouts, animations, SVG and Lottie graphics, internationalization, and asset bundling — implemented natively in Ada on top of SDL3.

Status: in production use, but not yet a stable release — APIs may still change between versions.


Why Adi2?

  • Style your UI like the web. Selectors, pseudo-classes, parts, transitions, gradients, box shadows — all in a familiar .css syntax. Edit the file, save, see the change. No recompile during development. Prefer pure Ada? CSS rules are just plain Ada aggregates of Style_Rules — write them by hand with no extra ceremony (see the snippet below).
  • Describe UIs declaratively — or don't. Write <button>, <grid>, <text-editor> in XML and let the toolchain emit clean Ada packages, or construct the same widget tree directly in Ada with handle-based builders. Both paths target the exact same API; the XML generator is a convenience, not a requirement.
  • Render rich content. A built-in lightweight HTML view widget renders documentation-style markup with cascading styles. Raster images through SDL3_image, SVG through the bundled plutosvg, Lottie animations through bundled rlottie.
  • Ship a single binary. Bundle every CSS file, font, image, translation, and SVG sprite into your executable. No filesystem dependencies at runtime.
  • Speak the user's language. Gettext-compatible i18n with plural forms, automatic locale detection, and .po → Ada compilation.
  • Animate without boilerplate. CSS transitions on color, background-color, border-color, border-width, border-radius, padding, margin, opacity, box-shadow and font-size — the framework handles interpolation and timing.
  • Keyboard and clipboard out of the box. Tab and Shift+Tab traverse focusable widgets, overlays trap focus, arrow keys drive lists, combos and sliders. Text inputs and editors take Ctrl+C/V/X/A and open a context menu. An application hook sees every key first, so shortcuts beat focus.
  • HiDPI-ready units. dp/dip for layout, rem for typography, pix when you mean one renderer pixel exactly, and px — which follows the display scale or not, depending on Set_Px_Maps_To_Dip. See docs/css_styling.md.
  • Built for tooling and automation. A development-only MCP bridge lets editors and AI assistants screenshot the running app, walk the widget tree, and drive it — clicking buttons, typing into inputs, moving focus, reading performance counters. Great for end-to-end tests written by your AI of choice.
  • Runs in the browser. The examples compile to WebAssembly with GNAT-LLVM and Emscripten — try them live, or see wasm/ for the build.

What that costs to ship

A release build links statically into a single executable under 10 MB — the widget toolkit, the CSS engine, SVG and Lottie rendering, all of it. Whatever assets you bundle add their own weight to that.

It draws through SDL's renderer, which binds to whatever the host offers: Direct3D on Windows, Metal on macOS, Vulkan or OpenGL where they exist, software as the floor. Windows XP takes Direct3D 9 and a current Mac takes Metal, from the same source.

Adi2QtFlutterElectron
Ship size<10 MB, one file~15–30 MB static; otherwise a Qt runtime alongside~20 MB+, engine plus a data directory~100 MB+, bundling Chromium and Node
Runtimeself-containedQt libraries and pluginsFlutter engine; GTK3 on LinuxChromium and Node
GraphicsSDL renderer, software fallback includedGPU or raster backendsSkia or Impeller, GPU expectedGPU stack and compositor
PortabilityWindows XP+, macOS, Linux, WebAssemblyWindows 10+, macOS, Linux, mobile, embeddedWindows 10+, macOS, Linux, mobile, webWindows 10+, macOS, Linux
LanguageAdaC++DartJavaScript
Memory safetychecked, deterministic reclamationmanualgarbage-collectedgarbage-collected
StylingCSSQSSDart widget codeCSS

Sizes are for a minimal application; yours grows with your own code and assets. Each of the others buys its size with a large ecosystem and years of production use — the trade Adi2 offers is a single file you can hand to someone, on hardware the others have moved past.


Screenshots

hello_example hello_example

material_demo material_demo

html_view_example html_view_example

rlottie_example rlottie_example

assets_example assets_example

Full gallery of every example: docs/gallery.md. Or run them yourself, in the browser: live demos.


A taste

Declarative path — XML + CSS

/* examples/css/hello_example.css */
.primary {
  background-color: rgb(37, 99, 235);
  border-radius: 8px;
  padding: 10px 16px;
  transition: background-color 150ms ease-out;
}
.primary:hover  { background-color: rgb(29, 78, 216); }
.primary::label { color: white; font-size: 14px; font-weight: 500; }
<!-- examples/xml/hello_example.xml -->
<adi>
  <link rel="stylesheet" href="examples/css/hello_example.css"/>
  <callback name="On_Hello_Click" type="Adi.Widget.Button.Click_Callback"/>
  <window title="Hello, Adi" width="320" height="180">
    <box class="root">
      <label text="Welcome to Adi" class="welcome"/>
      <button text="Click me" class="primary" on-clicked="On_Hello_Click"/>
    </box>
  </window>
</adi>

The toolchain emits a typed Ada package you instantiate from your main — see examples/hello_example.adb for the full ~25-line program.

Same thing, written by hand in Ada

The CSS rule above is just an aggregate. The XML widget tree is just a few constructor calls. Both paths land on the same API — see examples/hello_raw_example.adb for the full equivalent program. The shape of the styling code is:

function Style return Style_Builder renames Adi.Widget_Styles.Create;

--  Equivalent of .primary base + :hover from hello_example.css
Primary_Base : constant Style_Rules :=
  (Background_Color => Set_Bg (RGB (37, 99, 235)),
   Border_Radius    => Set (Radius (Px (8.0))),
   Padding          => Set (CSS_Box (Px (10.0), Px (16.0))),
   Transition       => Set ((Duration   => 0.15,
                             Easing     => Ease_Out,
                             Properties => Props (Prop_Background_Color))),
   others           => <>);

Primary_Hover : constant Style_Rules :=
  (Background_Color => Set_Bg (RGB (29, 78, 216)),
   others           => <>);

--  Wire base + hover to the button's Main_Part
Set_Part_Style (Widget_Handle'(+Btn), Main_Part,
  Style.Base (Primary_Base).On_Hover (Primary_Hover).Build);

Build and run either flavour:

tools/build_examples.sh hello_example hello_raw_example
./examples/bin/hello_example       # XML + CSS pipeline
./examples/bin/hello_raw_example   # pure hand-written Ada

Quick start

# Build the library
alr build -- -j0

# Build and run the test suite
tools/run_tests.sh

# Build all example programs
tools/build_examples.sh

# ...or just one
tools/build_examples.sh stack_example

# Try a demo
./examples/bin/material_demo
./examples/bin/html_view_example

To use Adi2 from your own project, with "adi.gpr" — SDL linker options come with it. The library's public specs use Ada 2022 constructs, so units that with Adi.* packages need pragma Ada_2022; or -gnat2022.

Starting your own project? docs/getting_started.md walks from an empty directory to a working window, in XML/CSS and again in plain Ada.

Full build instructions, including building without Alire, in docs/build.md and docs/gprbuild_without_alire.md.


Extras

Companion crates under extras/. Each is its own Alire crate with its own dependencies, so the library never acquires them.

opengl_demo

gl_triangle

A tetrahedron drawn by OpenGL into a texture the application owns, shown through a texture-view widget and driven by ordinary Adi sliders and switches. Adi issues no GL call and never destroys the texture: it is handed the texture's name and blits it where the layout put the widget, under the same clipping and opacity as anything else.

cd extras/opengl_demo
./gen.sh          # Ada from the crate's XML and CSS
alr build
./bin/gl_triangle

How the widget works, and the other ways to hand it a surface — Direct3D, Vulkan, or plain CPU pixels — in docs/texture_view.md.


Roadmap

CSS.

  • Broader CSS surface — more standard properties, selectors and values.

HTML view.

  • Tablestable, tr, td/th, column widths, spanning.
  • Flex and griddisplay: flex and display: grid inside the document.

Widgets and themes.

  • More widgets — tree view, data grid, menu bar, progress and busy indicators, tooltips, split panes, date and colour pickers.
  • Ready-made themes — Material, Fluent, Adwaita and macOS, each in light and dark.

Input and interaction.

  • Keyboard shortcuts — accelerators bound to actions, scoped globally or to a subtree, shown in menus, with the platform's own modifier conventions.
  • Drag and drop — between widgets, and from the OS.

Text and reach.

  • Right-to-left and bidirectional textdirection and bidi reordering.
  • Accessibility — semantic roles, names and states to screen readers over AT-SPI, UI Automation and NSAccessibility.

Portability.

  • Pluggable backends — an abstraction layer that lets Win32/Direct2D, Cocoa, GLFW, raylib or Skia take the place of SDL3 (design notes).
  • Embedded devices

Authoring and tooling.

  • Visual designer — RAD IDE like experience, edit both the UI XML and CSS.
  • Scripting with HAC — embed the HAC Ada compiler for reloadable application logic.
  • Live reload for XML UIs — XML widget trees hot-reload as CSS already does.
  • Better generated docs — browsable API documentation with gnatdoc.

Correctness and API.

  • Better callbacks — a callback that fails leaves the app running, callbacks that fire once, and background work that talks to the UI safely (design notes).
  • ContractsPre/Post/Type_Invariant and SPARK-mode subsets.
  • C API — a stable C-callable interface for non-Ada callers.

Have an idea? Open an issue (see CONTRIBUTING.md for the policy).


Supported platforms

Tested on GNU/Linux, Windows (XP, 7, 8, 10, 11, via MinGW), macOS, and WebAssembly (Emscripten). Anywhere else GNAT and SDL3 build should follow — the BSDs among them.

Rendering goes through the SDL renderer abstraction, so it takes hardware acceleration where the machine offers it and falls back to software where it does not. That is what puts the same binary on Windows XP and on a current desktop.


Questions

Why "Adi2"? And why is the Ada package still Adi.*? "adi" is too common a word for search engines — Adi2 is findable. The in-code namespace stays Adi.* because with Adi.Widget.Button; reads better than Adi2.Widget.Button and renaming it would churn every source file for zero functional gain. Project = Adi2, package = Adi.


Talk

A Native, Portable GUI Framework for Ada — 3rd Ada Developers Workshop, AEiC 2026, 13 June 2026. Building an Adi2 application, and driving the running UI from an LLM through the MCP bridge.

Part 1 · Part 2


Go deeper

TopicDoc
Your first Adi2 applicationdocs/getting_started.md
High-level architecture and core componentsdocs/architecture.md
CSS styling — selectors, properties, runtime API, codegendocs/css_styling.md
Declarative XML UIs and the widget grammardocs/xml_ui_system.md
HTML view widget specificationdocs/html_view_spec.md
Texture view — showing a surface your app drew on the GPUdocs/texture_view.md
Static asset bundling (single-binary deployments)docs/static_assets.md
Internationalization, plurals, .po compilationdocs/i18n.md
Settings store with JSON backenddocs/settings.md
OS integration — dialogs, clipboard, pathsdocs/os_integration.md
Signals and deferred dispatchdocs/signals.md
Antialiased rendering primitivesdocs/rendering_aa.md
MCP runtime introspection and interactiondocs/mcp.md
Handle ownership modeldocs/handle_ownership.md
Coding conventionsdocs/coding_conventions.md
Adding a CSS property / example / testdocs/adding_css_property.md, docs/adding_example.md, docs/adding_test.md

Contributing

Issues and pull requests welcome.

Before beginning a new feature, a change in behaviour, or a substantial refactoring, open an issue so that the proposed approach can be discussed. Follow the existing code style (docs/coding_conventions.md), keep the tests green, and add tests for new behaviour.

Adi2 is licensed under Apache-2.0. See CONTRIBUTING.md for the contributor licensing terms, including when acceptance of the Contributor License Agreement is required.


Sponsoring

Adi2 is independently developed and maintained. Sponsorship funds ongoing maintenance, cross-platform testing, documentation, and work on the public roadmap.

Organisations interested in supporting the project, or in funding a specific feature, port, or integration: adi@aldustechnology.com.

Sponsorship supports the project as a whole. Guaranteed response times or delivery commitments require a separate commercial agreement.


License

Apache-2.0. See LICENSE.

Every file in the repository carries a declared licence and copyright, checked in CI against the REUSE specification. REUSE.toml holds the declarations and LICENSES/ the full text of every licence in use; reuse spdx will produce an SPDX bill of materials from them.

Vendored third-party code under vendor/ is mostly permissive — MIT, Apache-2.0, BSD-style, OFL. Two obligations do not follow automatically from shipping that inventory, and apply to anyone distributing a binary built from this source:

  • FreeType. Both vendor/rlottie/src/vector/freetype/ and plutovg's plutovg-ft-* files are under the FreeType Licence, and Adi2 links them statically. A binary distribution must state in its documentation that the software is based in part of the work of the FreeType Team. Redistributing the source instead requires retaining FTL.TXT unaltered, preserving the original copyright notices, and marking any changes.
  • MPL-2.0. vendor/rlottie/src/vector/vinterpolator.cpp is file-level copyleft. Distributing a build that contains it obliges telling recipients how to obtain that file's source form; modifications to it must be made available under the same licence.

Example assets under examples/assets/ are demonstration content rather than part of the library; those with known third-party terms are attributed in examples/assets/NOTICE.md.


Contact

Adi2 is written by Aldo Nicolas Bruno. Report bugs and propose features through the issue tracker. For private enquiries, sponsored development, or commercial support: adi@aldustechnology.com.

Contributors

ovenpasta

583 commits

ovenpasta/adi2

A modern GUI library for Ada: CSS styling, XML UI, SDL3

48

stars

583

commits

Ada

primary language

Sep 7, 2026

updated

ada
ada2022
css
graphics
gui
sdl3
toolkit
ui
widgets

README

Adi2

Linux Windows REUSE

A modern GUI library for Ada.

Adi2 gives you a real widget toolkit with the niceties developers expect from a modern UI stack — CSS-like styling with live reload, declarative XML layouts, animations, SVG and Lottie graphics, internationalization, and asset bundling — implemented natively in Ada on top of SDL3.

Status: in production use, but not yet a stable release — APIs may still change between versions.


Why Adi2?

  • Style your UI like the web. Selectors, pseudo-classes, parts, transitions, gradients, box shadows — all in a familiar .css syntax. Edit the file, save, see the change. No recompile during development. Prefer pure Ada? CSS rules are just plain Ada aggregates of Style_Rules — write them by hand with no extra ceremony (see the snippet below).
  • Describe UIs declaratively — or don't. Write <button>, <grid>, <text-editor> in XML and let the toolchain emit clean Ada packages, or construct the same widget tree directly in Ada with handle-based builders. Both paths target the exact same API; the XML generator is a convenience, not a requirement.
  • Render rich content. A built-in lightweight HTML view widget renders documentation-style markup with cascading styles. Raster images through SDL3_image, SVG through the bundled plutosvg, Lottie animations through bundled rlottie.
  • Ship a single binary. Bundle every CSS file, font, image, translation, and SVG sprite into your executable. No filesystem dependencies at runtime.
  • Speak the user's language. Gettext-compatible i18n with plural forms, automatic locale detection, and .po → Ada compilation.
  • Animate without boilerplate. CSS transitions on color, background-color, border-color, border-width, border-radius, padding, margin, opacity, box-shadow and font-size — the framework handles interpolation and timing.
  • Keyboard and clipboard out of the box. Tab and Shift+Tab traverse focusable widgets, overlays trap focus, arrow keys drive lists, combos and sliders. Text inputs and editors take Ctrl+C/V/X/A and open a context menu. An application hook sees every key first, so shortcuts beat focus.
  • HiDPI-ready units. dp/dip for layout, rem for typography, pix when you mean one renderer pixel exactly, and px — which follows the display scale or not, depending on Set_Px_Maps_To_Dip. See docs/css_styling.md.
  • Built for tooling and automation. A development-only MCP bridge lets editors and AI assistants screenshot the running app, walk the widget tree, and drive it — clicking buttons, typing into inputs, moving focus, reading performance counters. Great for end-to-end tests written by your AI of choice.
  • Runs in the browser. The examples compile to WebAssembly with GNAT-LLVM and Emscripten — try them live, or see wasm/ for the build.

What that costs to ship

A release build links statically into a single executable under 10 MB — the widget toolkit, the CSS engine, SVG and Lottie rendering, all of it. Whatever assets you bundle add their own weight to that.

It draws through SDL's renderer, which binds to whatever the host offers: Direct3D on Windows, Metal on macOS, Vulkan or OpenGL where they exist, software as the floor. Windows XP takes Direct3D 9 and a current Mac takes Metal, from the same source.

Adi2QtFlutterElectron
Ship size<10 MB, one file~15–30 MB static; otherwise a Qt runtime alongside~20 MB+, engine plus a data directory~100 MB+, bundling Chromium and Node
Runtimeself-containedQt libraries and pluginsFlutter engine; GTK3 on LinuxChromium and Node
GraphicsSDL renderer, software fallback includedGPU or raster backendsSkia or Impeller, GPU expectedGPU stack and compositor
PortabilityWindows XP+, macOS, Linux, WebAssemblyWindows 10+, macOS, Linux, mobile, embeddedWindows 10+, macOS, Linux, mobile, webWindows 10+, macOS, Linux
LanguageAdaC++DartJavaScript
Memory safetychecked, deterministic reclamationmanualgarbage-collectedgarbage-collected
StylingCSSQSSDart widget codeCSS

Sizes are for a minimal application; yours grows with your own code and assets. Each of the others buys its size with a large ecosystem and years of production use — the trade Adi2 offers is a single file you can hand to someone, on hardware the others have moved past.


Screenshots

hello_example hello_example

material_demo material_demo

html_view_example html_view_example

rlottie_example rlottie_example

assets_example assets_example

Full gallery of every example: docs/gallery.md. Or run them yourself, in the browser: live demos.


A taste

Declarative path — XML + CSS

/* examples/css/hello_example.css */
.primary {
  background-color: rgb(37, 99, 235);
  border-radius: 8px;
  padding: 10px 16px;
  transition: background-color 150ms ease-out;
}
.primary:hover  { background-color: rgb(29, 78, 216); }
.primary::label { color: white; font-size: 14px; font-weight: 500; }
<!-- examples/xml/hello_example.xml -->
<adi>
  <link rel="stylesheet" href="examples/css/hello_example.css"/>
  <callback name="On_Hello_Click" type="Adi.Widget.Button.Click_Callback"/>
  <window title="Hello, Adi" width="320" height="180">
    <box class="root">
      <label text="Welcome to Adi" class="welcome"/>
      <button text="Click me" class="primary" on-clicked="On_Hello_Click"/>
    </box>
  </window>
</adi>

The toolchain emits a typed Ada package you instantiate from your main — see examples/hello_example.adb for the full ~25-line program.

Same thing, written by hand in Ada

The CSS rule above is just an aggregate. The XML widget tree is just a few constructor calls. Both paths land on the same API — see examples/hello_raw_example.adb for the full equivalent program. The shape of the styling code is:

function Style return Style_Builder renames Adi.Widget_Styles.Create;

--  Equivalent of .primary base + :hover from hello_example.css
Primary_Base : constant Style_Rules :=
  (Background_Color => Set_Bg (RGB (37, 99, 235)),
   Border_Radius    => Set (Radius (Px (8.0))),
   Padding          => Set (CSS_Box (Px (10.0), Px (16.0))),
   Transition       => Set ((Duration   => 0.15,
                             Easing     => Ease_Out,
                             Properties => Props (Prop_Background_Color))),
   others           => <>);

Primary_Hover : constant Style_Rules :=
  (Background_Color => Set_Bg (RGB (29, 78, 216)),
   others           => <>);

--  Wire base + hover to the button's Main_Part
Set_Part_Style (Widget_Handle'(+Btn), Main_Part,
  Style.Base (Primary_Base).On_Hover (Primary_Hover).Build);

Build and run either flavour:

tools/build_examples.sh hello_example hello_raw_example
./examples/bin/hello_example       # XML + CSS pipeline
./examples/bin/hello_raw_example   # pure hand-written Ada

Quick start

# Build the library
alr build -- -j0

# Build and run the test suite
tools/run_tests.sh

# Build all example programs
tools/build_examples.sh

# ...or just one
tools/build_examples.sh stack_example

# Try a demo
./examples/bin/material_demo
./examples/bin/html_view_example

To use Adi2 from your own project, with "adi.gpr" — SDL linker options come with it. The library's public specs use Ada 2022 constructs, so units that with Adi.* packages need pragma Ada_2022; or -gnat2022.

Starting your own project? docs/getting_started.md walks from an empty directory to a working window, in XML/CSS and again in plain Ada.

Full build instructions, including building without Alire, in docs/build.md and docs/gprbuild_without_alire.md.


Extras

Companion crates under extras/. Each is its own Alire crate with its own dependencies, so the library never acquires them.

opengl_demo

gl_triangle

A tetrahedron drawn by OpenGL into a texture the application owns, shown through a texture-view widget and driven by ordinary Adi sliders and switches. Adi issues no GL call and never destroys the texture: it is handed the texture's name and blits it where the layout put the widget, under the same clipping and opacity as anything else.

cd extras/opengl_demo
./gen.sh          # Ada from the crate's XML and CSS
alr build
./bin/gl_triangle

How the widget works, and the other ways to hand it a surface — Direct3D, Vulkan, or plain CPU pixels — in docs/texture_view.md.


Roadmap

CSS.

  • Broader CSS surface — more standard properties, selectors and values.

HTML view.

  • Tablestable, tr, td/th, column widths, spanning.
  • Flex and griddisplay: flex and display: grid inside the document.

Widgets and themes.

  • More widgets — tree view, data grid, menu bar, progress and busy indicators, tooltips, split panes, date and colour pickers.
  • Ready-made themes — Material, Fluent, Adwaita and macOS, each in light and dark.

Input and interaction.

  • Keyboard shortcuts — accelerators bound to actions, scoped globally or to a subtree, shown in menus, with the platform's own modifier conventions.
  • Drag and drop — between widgets, and from the OS.

Text and reach.

  • Right-to-left and bidirectional textdirection and bidi reordering.
  • Accessibility — semantic roles, names and states to screen readers over AT-SPI, UI Automation and NSAccessibility.

Portability.

  • Pluggable backends — an abstraction layer that lets Win32/Direct2D, Cocoa, GLFW, raylib or Skia take the place of SDL3 (design notes).
  • Embedded devices

Authoring and tooling.

  • Visual designer — RAD IDE like experience, edit both the UI XML and CSS.
  • Scripting with HAC — embed the HAC Ada compiler for reloadable application logic.
  • Live reload for XML UIs — XML widget trees hot-reload as CSS already does.
  • Better generated docs — browsable API documentation with gnatdoc.

Correctness and API.

  • Better callbacks — a callback that fails leaves the app running, callbacks that fire once, and background work that talks to the UI safely (design notes).
  • ContractsPre/Post/Type_Invariant and SPARK-mode subsets.
  • C API — a stable C-callable interface for non-Ada callers.

Have an idea? Open an issue (see CONTRIBUTING.md for the policy).


Supported platforms

Tested on GNU/Linux, Windows (XP, 7, 8, 10, 11, via MinGW), macOS, and WebAssembly (Emscripten). Anywhere else GNAT and SDL3 build should follow — the BSDs among them.

Rendering goes through the SDL renderer abstraction, so it takes hardware acceleration where the machine offers it and falls back to software where it does not. That is what puts the same binary on Windows XP and on a current desktop.


Questions

Why "Adi2"? And why is the Ada package still Adi.*? "adi" is too common a word for search engines — Adi2 is findable. The in-code namespace stays Adi.* because with Adi.Widget.Button; reads better than Adi2.Widget.Button and renaming it would churn every source file for zero functional gain. Project = Adi2, package = Adi.


Talk

A Native, Portable GUI Framework for Ada — 3rd Ada Developers Workshop, AEiC 2026, 13 June 2026. Building an Adi2 application, and driving the running UI from an LLM through the MCP bridge.

Part 1 · Part 2


Go deeper

TopicDoc
Your first Adi2 applicationdocs/getting_started.md
High-level architecture and core componentsdocs/architecture.md
CSS styling — selectors, properties, runtime API, codegendocs/css_styling.md
Declarative XML UIs and the widget grammardocs/xml_ui_system.md
HTML view widget specificationdocs/html_view_spec.md
Texture view — showing a surface your app drew on the GPUdocs/texture_view.md
Static asset bundling (single-binary deployments)docs/static_assets.md
Internationalization, plurals, .po compilationdocs/i18n.md
Settings store with JSON backenddocs/settings.md
OS integration — dialogs, clipboard, pathsdocs/os_integration.md
Signals and deferred dispatchdocs/signals.md
Antialiased rendering primitivesdocs/rendering_aa.md
MCP runtime introspection and interactiondocs/mcp.md
Handle ownership modeldocs/handle_ownership.md
Coding conventionsdocs/coding_conventions.md
Adding a CSS property / example / testdocs/adding_css_property.md, docs/adding_example.md, docs/adding_test.md

Contributing

Issues and pull requests welcome.

Before beginning a new feature, a change in behaviour, or a substantial refactoring, open an issue so that the proposed approach can be discussed. Follow the existing code style (docs/coding_conventions.md), keep the tests green, and add tests for new behaviour.

Adi2 is licensed under Apache-2.0. See CONTRIBUTING.md for the contributor licensing terms, including when acceptance of the Contributor License Agreement is required.


Sponsoring

Adi2 is independently developed and maintained. Sponsorship funds ongoing maintenance, cross-platform testing, documentation, and work on the public roadmap.

Organisations interested in supporting the project, or in funding a specific feature, port, or integration: adi@aldustechnology.com.

Sponsorship supports the project as a whole. Guaranteed response times or delivery commitments require a separate commercial agreement.


License

Apache-2.0. See LICENSE.

Every file in the repository carries a declared licence and copyright, checked in CI against the REUSE specification. REUSE.toml holds the declarations and LICENSES/ the full text of every licence in use; reuse spdx will produce an SPDX bill of materials from them.

Vendored third-party code under vendor/ is mostly permissive — MIT, Apache-2.0, BSD-style, OFL. Two obligations do not follow automatically from shipping that inventory, and apply to anyone distributing a binary built from this source:

  • FreeType. Both vendor/rlottie/src/vector/freetype/ and plutovg's plutovg-ft-* files are under the FreeType Licence, and Adi2 links them statically. A binary distribution must state in its documentation that the software is based in part of the work of the FreeType Team. Redistributing the source instead requires retaining FTL.TXT unaltered, preserving the original copyright notices, and marking any changes.
  • MPL-2.0. vendor/rlottie/src/vector/vinterpolator.cpp is file-level copyleft. Distributing a build that contains it obliges telling recipients how to obtain that file's source form; modifications to it must be made available under the same licence.

Example assets under examples/assets/ are demonstration content rather than part of the library; those with known third-party terms are attributed in examples/assets/NOTICE.md.


Contact

Adi2 is written by Aldo Nicolas Bruno. Report bugs and propose features through the issue tracker. For private enquiries, sponsored development, or commercial support: adi@aldustechnology.com.

Contributors

ovenpasta

583 commits

Languages

Ada

88.6%

Python

9.9%