Brock Peabody wrote:



-----Original Message-----
From: [EMAIL PROTECTED]


[mailto:[EMAIL PROTECTED]


On Behalf Of David B. Held
Sent: Friday, August 08, 2003 1:18 PM
To: [EMAIL PROTECTED]
Subject: [boost] Re: UI++ [was: GUI sublanguage; Re: GUI/GDI template
library]

"Philippe A. Bouchard" <[EMAIL PROTECTED]> wrote in message
news:[EMAIL PROTECTED]


David B. Held wrote:
[...]


To bring a bit of sobering reality to the project, I would suggest
picking a simple, even trivial target project (like displaying


some


trivial dialog box).


This is exactly what I wanted first: a project based on portable
rectangles, windows, stylish frames, menus, fonts & events.
Thanks for confirming.
[...]


I am of the opinion that the library should use native widgets. It
sounds to me like you want to create a custom universal widget
set, but of course, this is going to be a hot-button issue for this
library. I think the majority of people who have chimed in have
also voted for or assumed native widgets, but I could be wrong.



I strongly support native widgets too. I want the Windows version of my program to look like a windows program and the Mac version to look like a Mac program. This also saves us from having to develop our own widgets.

Supporting native widgets would also mean that XP Styles would be automatically supported.

However, this means that porting the GUI library to use, say, DirectX would be MUCH tougher. Basically you'd need to create EVERY single GUI control by scratch. If we instead created the controls by scratch in the library just using an abstract draw rectangle, etc, then not only would porting to DirectX would be simple, but it would also be much easier to port to other platforms as well.

Also, keep in mind that building our own controls means we'll have instant support for certain controls that may not exist in other platforms, such as the common tabbed user interface, or dockable control bars used in Visual Studio.

Rob Geiman



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