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Subject: Re: [boost] A GUI Library
From: Jinhao (cnjinhao_at_[hidden])
Date: 2012-06-30 13:33:31

On 2012/6/30 22:34, Adam Wulkiewicz wrote:
> Jinhao wrote:
>> On 2012/6/27 23:23, Phil Endecott wrote:
>>> jinhao wrote:
>>>>>> Is there any interest in this library?
>>>> Target platforms should be Windows, Linux and Mac OS X, but now, it
>>>> only works under
>>>> Windows(GDI) and Linux(X11), the next is ready for Linux(framebuffer).
>>>> A friend of
>>>> mine asks for the support of framebuffer, so I leave the Mac OS X now.
>>> Have you considered OpenGL (ES) as a platform?
>>> This has some great strengths i.e. performance and portability, but also
>>> some weaknesses.
>> Yes, the plan is Windows(GDI)->Linux(X11)->Linux(framebuffer)->
>> Windows(OpenGL)->Linux(OpenGL)->Windows(DX)->Mac OS X.
>> It is just a plan, it's a long long way to go.
> Do you want to draw everything by yourself? Will it be possible to use
> system's native mechanisms?
> Please consider adding iPhone (Qt, wxWidgets supports it) and Android
> (Qt) implementation. I assume it would work in Windows Mobile/Phone.

Yes, both are in planning, self-drawing would be firstly implemented,
and the interface and capacity of a widget is being designed in this
phase. And then the system's native mechanism will be employed for
"native feel and look" and if a widget were not supported by the target
system, the self-drawing implementation of the widget will be reused.

> What is more, there should be some way to get native window handles to
> use it with some external library e.g. graphics engine like Ogre3d by
> initialization in an existing window. And in the case of using your GUI
> library with external graphic engine, OpenGL/DX version may interfere
> with it.

The frame widget can be used for this case, it returns a handle that
type is native_window_type to represent a native window handle as a
container, so it makes a possible to let external library/controls work
with the library.


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