Re: [Lazarus] Wanted: OpenGL gui framework supporting Windows, Linux, Mac, Android, etc.

2014-04-25 Thread Graeme Geldenhuys
On 2014-04-24 07:43, J S wrote:
 Specifically, it would be nice to have a TOpenGLForm (basically an
 OpenGL output framebuffer along with mouse/keyboard events) and
 special OpenGL controls (Menus, Buttons, Editboxes, Comboboxes, Memo,

For fpGUI Toolkit there is an experimental OpenGL backend. It was
created by somebody else, but I'm sure I can track down the code for you
if you want.



Regards,
  - Graeme -

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Re: [Lazarus] Wanted: OpenGL gui framework supporting Windows, Linux, Mac, Android, etc.

2014-04-25 Thread Felipe Monteiro de Carvalho
The OpenGL in Android is OpenGL ES which very different from the desktop OpenGL.

Felipe Monteiro de Carvalho


On Fri, Apr 25, 2014 at 3:20 AM, Graeme Geldenhuys
mailingli...@geldenhuys.co.uk wrote:
 On 2014-04-24 07:43, J S wrote:
 Specifically, it would be nice to have a TOpenGLForm (basically an
 OpenGL output framebuffer along with mouse/keyboard events) and
 special OpenGL controls (Menus, Buttons, Editboxes, Comboboxes, Memo,

 For fpGUI Toolkit there is an experimental OpenGL backend. It was
 created by somebody else, but I'm sure I can track down the code for you
 if you want.



 Regards,
   - Graeme -

 --
 fpGUI Toolkit - a cross-platform GUI toolkit using Free Pascal
 http://fpgui.sourceforge.net/

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[Lazarus] Wanted: OpenGL gui framework supporting Windows, Linux, Mac, Android, etc.

2014-04-24 Thread J S
  It would be great to have an OpenGL gui framework for Lazarus. I see 
the TOpenGLControl, but would like something more ambitious.

Specifically, it would be nice to have a TOpenGLForm (basically an OpenGL 
output framebuffer along with mouse/keyboard events) and special OpenGL 
controls (Menus, Buttons, Editboxes, Comboboxes, Memo, etc) that can be dropped 
on the form in the Lazarus designer. The only system specific code needed for 
porting to Windows, Linux, Mac, Android, etc. would be to obtain the OpenGL 
context and to hook the mouse/keyboard events. All control drawing/behaviour 
would be shared between systems (similar to the goal of the Custom Drawn 
Controls, but with an OpenGL specific scope).

To be sure, this OpenGL framework would probably require its own OpenGL 
specific custom controls and wouldn't support TForm and most of the current 
windowed controls.

I am unsure how to make Lazarus support a non TCustomForm-derived object 
(TOpenGLForm), and be able to drop controls onto it in the designer. Any 
opinions on the best way to do this?

Thanks,
-JT
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Re: [Lazarus] Wanted: OpenGL gui framework supporting Windows, Linux, Mac, Android, etc.

2014-04-24 Thread Mattias Gaertner
On Thu, 24 Apr 2014 01:43:33 -0500
J S jtm_1...@hotmail.com wrote:

[...]
 I am unsure how to make Lazarus support a non TCustomForm-derived object 
 (TOpenGLForm), and be able to drop controls onto it in the designer. Any 
 opinions on the best way to do this?

You can take a look at
http://wiki.lazarus.freepascal.org/Extending_the_IDE#Writing_a_designer_mediator

Mattias

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Re: [Lazarus] Wanted: OpenGL gui framework supporting Windows, Linux, Mac, Android, etc.

2014-04-24 Thread Hans-Peter Diettrich

J S schrieb:
  It would be great to have an OpenGL gui framework for Lazarus. I see 
the TOpenGLControl, but would like something more ambitious.

[...]
To be sure, this OpenGL framework would probably require its own OpenGL 
specific custom controls and wouldn't support TForm and most of the 
current windowed controls.


I don't see how and why somebody would use such a framework, as long as 
no component library (like LCL) is implemented for it. Using the LCL 
requires that the components are of the basic types (TComponent, 
TControl, TCustomForm...).


I am unsure how to make Lazarus support a non TCustomForm-derived object 
(TOpenGLForm), and be able to drop controls onto it in the designer. 
Any opinions on the best way to do this?


Perhaps msegui/mseide are a better framework for your project.

DoDi


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Re: [Lazarus] Wanted: OpenGL gui framework supporting Windows, Linux, Mac, Android, etc.

2014-04-24 Thread Michael Van Canneyt



On Thu, 24 Apr 2014, Hans-Peter Diettrich wrote:


J S schrieb:
  It would be great to have an OpenGL gui framework for Lazarus. I see the 
TOpenGLControl, but would like something more ambitious.

[...]
To be sure, this OpenGL framework would probably require its own OpenGL 
specific custom controls and wouldn't support TForm and most of the current 
windowed controls.


I don't see how and why somebody would use such a framework, as long as no 
component library (like LCL) is implemented for it. Using the LCL requires 
that the components are of the basic types (TComponent, TControl, 
TCustomForm...).


This is not a correct answer. Having the full LCL with all it's needs doesn't 
make sense on all platforms.

Think web-browser for example.
The iOS controls by Joost Van der Sluis for example, work like this. 
So there are use-case.


Firemonkey started out like this as a Lazarus project.

The OP may check out the iOS controls by Joost van der sluis and use it as 
inspiration.

Michael.

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Re: [Lazarus] Wanted: OpenGL gui framework supporting Windows, Linux, Mac, Android, etc.

2014-04-24 Thread Michael Schnell

On 04/24/2014 12:05 PM, Hans-Peter Diettrich wrote:


I don't see how and why somebody would use such a framework, as long 
as no component library (like LCL) is implemented for it. Using the 
LCL requires that the components are of the basic types (TComponent, 
TControl, TCustomForm...).




Using e.g. TTimer does make a lot of sense for - say - headless 
embedded projects, that don't use any form of TForm.


-Michael

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