After looking at all of the GUIs listed in SDL’s Library section, a question
occured to me.
Must all GUIs built for SDL be so controling? Maybe I’m reading the APIs
wrong, but from what I saw, you have to set up SDL through the GUI system if
you are going to use them. But why? I did some work on a smal GUI for my own
projects. Just some basic button,image,text input work, and I was able to do
it all without the GUI taking over my interface with SDL. For instance, as far
as I can tell, when you shut down the GUI, it shuts SDL down as well, thus
killing the app. With the one I have been working on, you can kill it, and
reinitalize it when/if ever you want.
I’m not trying to toot my own horn, I’m just pointing out that it is possible,
obviously. So then, with such wonderful libraries as SDL_ttf, SDL_mixer, and
SDL_net, why is there no, good looking, submissive GUI? Or, if there is, could
someone please point me to it (I’m wanting to focus on the games, not the GUIs)
I am aware of the gui’s listed under the library section of libsdl.org, but the
ones that seemed more like an addon seems quite… well, ugly.
Also, I am doing my work in C, not C++, and while I can integrate it, I’d
rather deal with libraries writen in C (yes, it is easier to write a GUI in
cpp, I do understand)
Long winded, sorry. So what is everyone else’s thoughts on the GUI’s for
SDL/OpenGL out on the net?
Also, I do not mean any of what I said to be taken as an insult to those who
have made the current GUI libraries. I am actually very impressed with them, I
just need something much lighter. Any suggestions anyone?