Talk:OpenGL GUI Framework

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Excerpts from comments[edit]

Useful bits extracted from comments made before submission deadline. Quotations slightly summarized and thus not exact/complete, for brevity; and also edited to fit them into different sub-topics.

About project plan[edit]

Sean

Since this project involves integrating with a back-end, one that is also being developed in parallel and does not yet exist, you'll either need to be able to stub back-end functionality as needed, or actually plan to contribute to the back-end and associated protocol as part of your development. Either approach would understandably affect your progress, but it's something to keep in mind with regards to the timeline and expectations.

About GUI[edit]

Sean

I'd like to hear your thoughts on how you'd go about providing a console and other GUI widget elements. Did you have a toolkit in mind? The options are notably limited for opengl applications (particularly for providing complex interfaces) and can be decided upon later, but I'd like to hear your thoughts. The design can of course be abstracted so that the actual widget layer doesn't matter so much (similar to how the graphics engine could be abstracted so OGRE could be replaced if desired), but there are other bigger considerations like whether the interface is zoomable/scalable or fixed.

Manuel

I already used CEGUI with CrystalSpace [and OpenSceneGraph] and it's originally from OGRE, so I guess that it's the most straightforward option.


 
In CEGUI you can define the interface with XML files so it's often easier to test than having to recompile for every change. The units in principle are scalable, so you define the height and width of the widgets relative to the screen size (maybe in newer versions some of this changed, but there's only one stable release since I was using it). Is there a priori any preference about this, or goals that the widget system should absolutely meet? I think that most of the widget libraries for OpenGL are quite limited, as you say.


 
And for OGRE there's the following quote about GUIs: "MyGui joins the ranks of GUI systems available for OGRE, in addition to CEGui, BetaGUI, QuickGUI, RBGui and OpenGUI" from http://www.ogre3d.org/index.php?option=com_content&task=view&id=449&Itemid=2 (I couldn't find a more comprehensive list with explanations).

Sean

We'd of course probably want something considerably more polished/clean than the rather gamey default interface seen in the CEGUI screenshots. If I recall correctly, the last time I spoke with the CEGUI developers they indicated that while you can "scale" the interface, the effect is the same as scaling a raster image. So the application has to manage "native" sizes to minimize scaling artifacts. It didn't support scalable vector graphics instead of rather imagery. Something we can probably live with, but it "would really be nice".


 
Would also be useful if you could verify which of the available toolkit options you mention are suitable and describing the various tradeoffs. That is, presuming CEGUI isn't already known to be the best option available. If it is, then it sounds like a workable plan I could go with myself (other mentors feel free to chime in if otherwise).


 
Another thing to keep in mind for the context itself, multiple display support should be inherent with respect to the apps ability to go fullscreen (across multiple displays or single display) or windowed. CAD apps are usually heavily limited by screen real-estate.

Manuel

I was checking CEGUI and it seems that they don't have new functionalities in 0.6.0 (released a couple of weeks ago) that could overcome the problems that you say (supporting vectorized formats or so), and I read some threads in the forums about that being unlikely.


 
About the rest, first impressions:


 
- MyGUI: Lack of pages describing features, only Doxygen documentation... Some screenshots: http://sourceforge.net/project/screenshots.php?group_id=193706


 
- BetaGUI: Too basic, only intended for quick demos and only for OGRE.


 
- QuickGUI: It's a mix between BetaGUI and CEGUI and with the same limitations, also only for OGRE. From the author: "Under the hood everything is implemented in pixels, but the user works in Relative coordinates. [...]. "As far as sizing, I don't know how I would implement that functionality. Looking at windows on XP for example, you can resize the MyComputer window, and the icons will move around, and add scroll bars, etc. I think at the moment that is too advanced for what I want to accomplish. I do plan to support scaling of windows, similar to WoW, where everything in the window gets bigger, so you can shrink/blow it up easily to match your preference".


 
- RBGui: I didn't find much info (features list and the like) except for a longish thread of about 30 pages in OGRE forums. The video of the GUI editor is nice, though: http://rightbraingames.com/Gui.wmv


 
- OpenGUI: Same lack of pages describing features, and it seems very old and simple: http://opengui.rightbracket.com/component/option,com_gallery2/Itemid,49/


 
- GUIchan: While looking at this I also found this one. List of features: http://guichan.sourceforge.net/wiki/index.php/Features which doesn't give much information about that (but you can also see some screenshots in that website, and it doesn't seem especially advanced).


 
- Another one that I found, Navi, the capabilities look amazing and it seems the more powerful of all, with all the capabilities of Mozilla browsers: http://navi.agelessanime.com/wiki/index.php/NaviLibrary_Overview


 
So having a look at this, I can only see Navi and RBGui as potentially better than CEGUI.

Sean

Thanks for the summary impressions of the various toolkits. I didn't think that there really was any "better" option than CEGUI, I'm probably most just complaining that there's not a great option.. :-)


 
Navi is very impressive indeed, but the LLMozLib that it depends on (UBrowser) is Windows-only right now. As that is a fundamentally different way to provide the GUI (i.e. via HTML), you'd have to talk to research or talk to the devs to see how much effort porting to other platforms would take (is it just a simple matter of wrapping other native gl interfaces?) since portability to at least Linux, BSD, and MacOSX would be required down the road. Also, it would be good to know what the external dependencies are. The best aspect of the approach, though, is that you can end up with fixed resolution or resolution-independent displays.


 
The same mostly goes for RBGUI too .. it's a *very* impressive demo video and looks like it might even be reasonably extensible, but it's also presently only available for Windows. If selected, this one definitely deserves investigating how much effort porting would actually take and how well it could support a scalable interface.

Manuel

About porting those, Navi maybe it's complicate, but it doesn't seem that getting RBGui to work in Unices is much of a problem: http://shiware.com/media/ (look at the rbgui-linux.png and http://shiware.com/media/RBGui010linux.diff especially), unless they are requiring much more system-dependent functions now than in middle of July 2007 (the date of the files in the server). There's even http://rpm.pbone.net/index.php3/stat/4/idpl/6224695/com/rbggui-devel-0.1.3-14.15.i586.rpm.html from March 2008... :)


 
If it's not difficult to get it working, I would initially try to use it instead of CEGUI, starting to test before the official coding starts -- resorting to CEGUI is always possible, but since we already know what it can offer (and it's not that much) it would be preferable to exhaust other options first.