Gui Library for SDL -> what for?

It seems as if some people in this list are looking for a GUI library on
top of SDL.
Can you please tell me what you need it for, so I can see if my GUI library
serves your needs and if it is worth the effort converting it?

I have a windowless, open source, C++ GUI library that can draw directly in
double- or triple-buffered screens. It’s a simple, experimental concept,
but quite usefull for editor’s of all kinds.
Before I spend time I don’t have in converting the library to run on top of
SDL, I’d like to know what you would expect from a GUI library to see if my
fits your needs.

Another point: Making a simple but usefull widget set takes takes less then
a week. If you tell me what functionality you want, I might enjoy creating
a GUI library, independent from SDL but running on top of it, in C or C++,
that is not very versatile, but small and easy to understand and use. I
expect you need no Qt or GTK killer, but something small, simple and fast
to use.

Of course, a GUI library should NOT be part of SDL, but a seperate thing
that fits exactly on top of SDL, and might be included in the same archive.

Have you seen FLTK? That might serve well, too. (http://fltk.easysw.com)

Dierk Ohlerich
@Dierk_Ohlerich

Dierk Ohlerich writes:

It seems as if some people in this list are looking for a GUI library on
top of SDL.
Can you please tell me what you need it for, so I can see if my GUI library
serves your needs and if it is worth the effort converting it?

Ok for my apps, here are the widgets that I think I can’t live
without.
- menu bar
- text input widget (with basic editing commands)
- radio buttons
- toggle buttons
- list widget ( a tree list would be cool)
- Labels

(pixmap should be able to take the place of any kind of buttons,
labels, etc. )

These I can live without but would like them nonetheless

- hierarchical grouping of the widgets through inheritance
(like Qt)
- scroll bars
- file input dialog
- frames
- tab dialogs
- table widget (multicolumn widget)
- spin box
- texture mapping of the widgets

Chery on top request:
- dialog editor for rapid prototyping

Well I think that’s it.

As to the answer of if it’s worth porting it. The only thing I can
say, is that I would certainly give your library a try, but I can’t
promise more :slight_smile:

Have fun,

Phil

Dierk Ohlerich
@Dierk_Ohlerich----------

From: Lavoie Philippe
To: sdl at surfnetcity.com.au
Subject: [SDL] Gui Library for SDL -> what for?
Date: Montag, 26. Oktober 1998 20:44

Dierk Ohlerich writes:

It seems as if some people in this list are looking for a GUI library
on

top of SDL.
Can you please tell me what you need it for, so I can see if my GUI
library

serves your needs and if it is worth the effort converting it?

Ok for my apps, here are the widgets that I think I can’t live
without.

  • menu bar
  • text input widget (with basic editing commands)
  • radio buttons
  • toggle buttons
  • list widget ( a tree list would be cool)
  • Labels

more important: hwat language should it be (C or C++?)
Do we need Windows?
What kind of application are you planning?

Dierk Ohlerich writes:

more important: hwat language should it be (C or C++?)
Do we need Windows?
What kind of application are you planning?

For GUI I prefer C++ as inheritance makes creating new widgets easy
and legible.

My application is DMBS (Dungeon Master Building Set).

It is a bit too ambitious and will probably only stays at an alpha
stage. However, at least I hope to get a good tile engine (and editor)
out of it. Once I have a good enough structure down, I’ll post my
project to the Linux Breeding Site.

As for supporting windows, I think it would be nice. However it
shouldn’t be a problem as all the events would be handled/received by
SDL and the rendering will also be done by SDL. Usually I don’t care
about windows, but the potential users of my game (my friends) are stuck
on that machine.

Phil

Dierk Ohlerich
@Dierk_Ohlerich----------

From: Lavoie Philippe
To: sdl at surfnetcity.com.au
Subject: Re: [SDL] Gui Library for SDL -> what for?
Date: Montag, 26. Oktober 1998 21:54

Dierk Ohlerich writes:

more important: hwat language should it be (C or C++?)
Do we need Windows?
What kind of application are you planning?

As for supporting windows, I think it would be nice. However it
shouldn’t be a problem as all the events would be handled/received by
SDL and the rendering will also be done by SDL. Usually I don’t care
about windows, but the potential users of my game (my friends) are stuck
on that machine.

Phil

When I asked “do we need windows”, I ment overlapping rectangular regions
that can be moved and depth-sorted by small widgets in the window border,
not an operating system of a major manufacturer that is one of many that
uses this technique :slight_smile: If it is done with SDL, it should run just about
everywhere.

I could save a good deal of the complexity of a GUI system by restricting
the application to run in Fullscreen mode, with several “frames”. One of
these frames holds the menu, others hold panes to work with. By going from
one submenu to another, the panes are exchanged acordingly. If you are
puzzled by what I mean, get a look at the Dungeon-Keeper editor (or the
game, it’s almost identical). Small dialogs can be handled directly in the
menu, giving direct feedback in the pane as you change dialog-widgets.
Large ones take a ful pane (like a filerequester).

Any comments?
Anyone else interested?

Dierk Ohlerich writes:

When I asked “do we need windows”, I ment overlapping rectangular regions
that can be moved and depth-sorted by small widgets in the window border,
not an operating system of a major manufacturer that is one of many that
uses this technique :slight_smile: If it is done with SDL, it should run just about
everywhere.

I could save a good deal of the complexity of a GUI system by restricting
the application to run in Fullscreen mode, with several “frames”. One of
these frames holds the menu, others hold panes to work with. By going from
one submenu to another, the panes are exchanged acordingly. If you are
puzzled by what I mean, get a look at the Dungeon-Keeper editor (or the
game, it’s almost identical). Small dialogs can be handled directly in the
menu, giving direct feedback in the pane as you change dialog-widgets.
Large ones take a ful pane (like a filerequester).

Well, I don’t mind if the windows are limited to a game screen. But I
don’t want to use full screen for my games. (1900x1200 is too much for
a game).

Phil

Dierk Ohlerich wrote:

It seems as if some people in this list are looking for a GUI library on
top of SDL.
Can you please tell me what you need it for, so I can see if my GUI library
serves your needs and if it is worth the effort converting it?

I have a windowless, open source, C++ GUI library that can draw directly in
double- or triple-buffered screens. It’s a simple, experimental concept,
but quite usefull for editor’s of all kinds.
Before I spend time I don’t have in converting the library to run on top of
SDL, I’d like to know what you would expect from a GUI library to see if my
fits your needs.

Another point: Making a simple but usefull widget set takes takes less then
a week. If you tell me what functionality you want, I might enjoy creating
a GUI library, independent from SDL but running on top of it, in C or C++,
that is not very versatile, but small and easy to understand and use. I
expect you need no Qt or GTK killer, but something small, simple and fast
to use.

Of course, a GUI library should NOT be part of SDL, but a seperate thing
that fits exactly on top of SDL, and might be included in the same archive.

Have you seen FLTK? That might serve well, too. (http://fltk.easysw.com)

Dierk Ohlerich
d_ohlerich at vcc.de

I’m interested in it, and ready to help (according to the time I have, which
is not very large )–
Stephane Magnenat
stephane.magnenat at urbanet.ch

There is alway ‘N’ (aka ‘h’):
ftp://ftp.cs.monash.edu.au/users/njh/N/

It does dynamic transparent windowsand buttons with anti aliasing and
truetype fonts.

mail me if you want more info - it should be trivial to port to sdl(it
currently runs under MacOS, DOS, SVGAlib, X).

njh

mail me if you want more info - it should be trivial to port to sdl(it
currently runs under MacOS, DOS, SVGAlib, X).

Which version runs under X and DOS? The versions (1.[0-3]) on your ftp
site only support SVGAlib and MacOS.

Oh, they’re around, not sure about DOS now I think about it, that might
have been an earlier project - the X one is there though… try the njh-h
dir in …/

anyhow, to port it, all the is needed is to change the
LinuxScreenDriver.cc and NMouse.cc files

good luck!!!
njhOn Tue, 27 Oct 1998, Sam Lantinga wrote:

Well, I ported it. :slight_smile:

Program received signal SIGSEGV, Segmentation fault.
0x804c43a in NPixelMap::FramePoly (this=0x80564c8, number=5, data=0xbffff558,
colour=-2136298838) at NPixelMap.cc:186
186 scans[isy][lengths[isy]++] = (int)sx;

Which version? did you make the screen 640x480? I’m not sure whether
there are any specific references(hey it was a long time ago!)

njh
p.s. send me a copy of the ‘ported’ version, and I’ll see if I can get it
to work(exams - you know…)

njhOn Tue, 27 Oct 1998, Sam Lantinga wrote:

Another point: Making a simple but usefull widget set takes takes less then
a week. If you tell me what functionality you want, I might enjoy creating
a GUI library, independent from SDL but running on top of it, in C or C++,
that is not very versatile, but small and easy to understand and use. I
expect you need no Qt or GTK killer, but something small, simple and fast
to use.

Well, for a start, I’d like something to use for buttons, preferably
something that will let me stuff in pictures, text, change
color/size/position of the button (maybe a background pixmap). It
would help if it were in C, as it can be wrapped, but C++ is a little
difficult to back-port.

Have you seen FLTK? That might serve well, too. (http://fltk.easysw.com)

Too bad Digigal Domain put the quash on it… But I am glad someone
else picked it up.On 26 Oct, Dierk Ohlerich wrote:


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more important: hwat language should it be (C or C++?)

My vote would be C.

Do we need Windows?

Do you mean windows or Windows™?On 26 Oct, Dierk Ohlerich wrote:


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