On 2018-03-13 01:53, Anthony Walter wrote:
What's the compatibility level of your controls with LCL controls code wise?
fpGUI's controls can not be mixed with LCL controls. But the LCL-fpGUI implements a bridge between the two, making fpGUI controls behave like LCL developers are used to.
Also, what graphics API are you using for different platforms? For example have you implemented a common advanced graphics API bridging
Both. fpGUI v1.4.1 talks directly to the underlying OS platform's graphics API. That's Xlib for X11 based systems, GDI for Windows/WinCE etc. You as a developer don't need to worry about the differences, simply code using the TfpgCanvas class and the framework takes care of the rest. This also means fpGUI applications run pretty much everywhere without needing installations or megabytes of 3rd party libraries and DLL's (eg: Qt, GTK libraries are huge).
The "develop" branch of fpGUI does the same as before, but also has a new option... AggPas, which will become the default canvas and 2D rendering API. It is 100% platform independent, because it is 100% implemented in Object Pascal. And as I already mentioned in my other reply, it does anti-alias sub-pixel rendering as standard. It also has the ability to read TTF font files directly and thus incorporate high quality text rendering in the output too.
Regards, Graeme -- fpGUI Toolkit - a cross-platform GUI toolkit using Free Pascal http://fpgui.sourceforge.net/ My public PGP key: http://tinyurl.com/graeme-pgp -- _______________________________________________ Lazarus mailing list [email protected] https://lists.lazarus-ide.org/listinfo/lazarus
