In http://www.ethereal.com/lists/ethereal-dev/200311/msg00481.html I mentioned that I was working on a way to generate a native Windows interface for Ethereal from XUL definitions, using Python scripts to generate C code. The engine has been named "Xulender" (XUL frontend generator), and a current version can be found at
http://www.ethereal.com/~gerald/xulender-040206.tar.gz
If you want to try it out, unpack the archive into a current CVS directory and run "nmake -f Makefile.nmake.win". Along with the current crop of executables, "wethereal.exe" is created. In its present state it can open capture files, and not much else.
What works:
The container-based layout system is still rudimentary, but it works. Callbacks via XUL's "oncommand" attribute work. It was straightforward to implement native controls (the detail/tree view and byte view).
What doesn't work:
Windows seems reluctant to return accurate text dimensions. Maybe I'm not asking it correctly. Under the Windows C SDK, windows and dialogs are laid out using radically different methods and have different event mechanisms. The About... dialog is implemented as a window, and it's clunky. Apparently, the size assigned to the ComboBox control is the size of its drop-down menu; this doesn't fit into the current layout system at all.
I'm going to try to finish the display filter code, and tackle the capture dialog after that.
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