[Flightgear-devel] GUI Improvements was: Things to do to improve Flightgear

2004-12-17 Thread Thomas Förster
Am Donnerstag 16 Dezember 2004 18:45 schrieb Christian Mayer:
 ...[other GUIs besides PUI

 Well, I don't think that replacing PUI has a high priority.

Thats probably right.

 I doesn't look that bad (but doesn't mirror the OS style). And it get's
 drawn by OpenGL with a low overhead.

 So we should improve the underlaying functionality first, bevore we
 consider exchanging PUI.

I see it as an opportunity for me to step in, because GUI code should be 
fairly trivial, i.e. independent of domain knowledge.

 ...[multiple fg guis]...
 This sounds like unlimited resources where you can afford the luxurity
 to code a GNOME, as Qt, a Windows, a MacOS, a [...] interface...

This was just the vision. The actual steps to get there might differ :-)

But these toolkits provide more or less the same functionality, so translating 
the FG GUI to any one of them should be straight forward. I can help out with 
QT, maybe there are others who can do that for a GTK based solution, etc.

 A Qt only interface sounds good - but Qt isn't free for Windows (you'll
 only get an 30 day evaluation copy IIRC), so we can't use it :(

That's the point why I opt for having multiple GUI implementations. I can't 
use the native Windows solution here on Linux, with QT it's the other way 
round. Most of the cross platform available toolkits are either ugly or hard 
to develop with. Going for an own GUI toolkit for plib is even more 
demanding.

So giving the user a choice is probably the best way to go, i.e. using a 
QT-based one on Linux, a native Windows GUI on Windows, no GUI at all in a 
real simulator setting.

Think I'll try to prototype something this weekend.

Thomas

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Re: [Flightgear-devel] GUI Improvements was: Things to do to improve Flightgear

2004-12-17 Thread Matthew Law
* Thomas Frster [EMAIL PROTECTED] [2004-12-17 10:20]:
 So giving the user a choice is probably the best way to go, i.e. using a 
 QT-based one on Linux, a native Windows GUI on Windows, no GUI at all in a 
 real simulator setting.

IMHO, there would be just as much work involved in creating a native
user interface for each platform (Remember there are many, many
variations on platform and toolkit that FG runs on...).  The one
strength of PUI is that it is GL based.  If flightgear is running, it's
safe to say that the user has OpenGL :-)

Personally, I'd prefer to see a nice OpenGL based GUI like some of the
other simulators and, dare I say it, games.  With this method you can
throw out native look and feel and just have a very nice looking
functional user interface that works on any platform with OpenGL
support.


All the best,

Matthew.

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