How am I supposed to support GNOME on Wayland with SDL2? - sdl

GNOME has chosen to not support server-side decorations under Wayland. That's okay, but I'm making a game in SDL, and I'd like first-class Linux support, including supporting running natively in Wayland (with SDL_VIDEODRIVER=wayland) under the biggest desktop environments (including GNOME).
Currently, when I run my game with SDL_VIDEODRIVER=wayland, no decorations are drawn. How am I supposed to integrate with the rest of the system? What's the story for non-GTK/Qt applications in practice?

The SDL2 developers are working on this right now: https://github.com/libsdl-org/SDL/pull/4068 So while there isn't an easy solution as of now, the good news is that you'll probably not really need to do anything than wait a few more months and then just use latest SDL2.
In general, the situation for non-Qt/GTK stuff is like this:
GNOME is currently not willing to introduce the decoration code into GNOME's compositor Mutter mostly from what I can tell are technical reasons: GNOME's decorations are GTK+-based, but Mutter has apparently zero GTK+ code right now so it's apparently not as easy to integrate as one would hope.
So non-GTK/Qt applications have three options: 1. they can manually implement it, or 2. they can use something like libdecoration as SDL2 is apparently going to do, or 3. pull in GTK+ as a dependency purely for the window and decorations which e.g. Electron/Chromium uses it for. It seems like in the medium term at least, GNOME will not fix this so these are the only options I'm aware of.

Related

Creating many native GUI frontends for a cross-platform application

I've been away from GUI programming for quite some time so please pardon my ignorance.
I would like to attempt the following:
Write a Mac OSX app but still be able to port to Win/Linux (i.e. C++ core with Obj-C GUI)
Avoid Qt/other toolkits on OSX (i.e. talk to Cocoa directly - I feel that many Qt apps I use stick out like sore thumbs compared to the rest of my system)
Not as important, but it would be nice to avoid Visual Studio if it means I can have the freedom to use newer C++ features even on Windows if they help create better code.
I believe this configuration might get me what I'm looking for:
Core C++ Static Library
OSX GUI (Cocoa)
Windows GUI (Qt+MinGW?) OR (no new C++ features, Visual Studio + ManagedC++/C#/????)
Linux GUI (Qt)
Once again, sorry for my ignorance but is this possible? Is this sane? Are there any real-world open source examples accomplish something like this?
There is quite a few OS X applications that have completely custom-designed looks that don't use very many stock controls. iStat Menus comes to mind, but there are many other examples. They still look good, but it's done by manually designing them to look good and to "mesh" with the overall look of OS X applications. Even their preferences pane doesn't use stock buttons.
Thus, you can go quite far using Qt, you just have to pay close attention to what you're doing - similarly to the way other developers are paying close attention even when using Cocoa. You'll find that Qt's controls offer functionality often above and beyond what's offered in Cocoa.
That said, on OS X sometimes you may need to run some native code that expects a CFRunLoop to be present. It's good to know that Qt's event loop already spins a runloop for you, so as long as you have an event loop spinning in a given thread, you can use runloop-based code - the default runloop is provided by Qt's implementation of QEventDispatcher (somewhere in its guts). For non-gui threads, the unmodified QThread does it for you. This is useful for using asynchronous IOKit functionality, for example. Another answer of mine presents some Cocoa mouse event grabbing code. A previous version that used Carbon can be found in the edit history of that answer.
Same goes for Windows: Qt runs a message sink for all top-level windows it owns, and you can integrate native controls/windows using qtwinmigrate. You can also integrate ActiveX controls using the Active Qt framework.
Well I think you should try Qt even on OSX. Qt allows native/custom look of applications (those cases you mentioned are probably bad examples - you probably haven't noticed that lots of other applications also use Qt).
Tools I usually use for multi-platform development:
C++ (now C++11 since all major compilers more or less support it)
Boost
Qt
CMake as build system generator
If you use this tool-set you can choose whichever platform you like for development and still be multi-platform without extensive work on the other platforms.

Which, if any, achieves Windows native look: GTK+, wxWidgets, Qt, FLTK?

I need to write an application that will be visually indistinguishable from something written natively for Windows XP/Vista/7 using whatever comes by default with the most modern Visual Studio. But I'm developing using MinGW and Vim (in C++).
In particular, I want the following controls to be native on the above three versions of Windows: form chrome, buttons, check boxes, menus, combo boxes, progress bars, scrollbars, rich text boxes. This will be enough for me.
I know that if you load GdiPlus and other things like riched32.dll as needed, and use Windows API to instantiate controls, then the OS will substitute its version of GdiPlus or other library, so it will look like XP style controls on XP, Vista on Vista, etc.
But I don't want to use plain Windows API, because even retrieving the default font takes half a page of code, and similar stories whatever I want to do. So I'd like to use a toolkit.
wxWidgets, Qt, GTK+, FLTK seem like the most widely used. But they are all cross-platform. I've used cross-platform applications, and many of them have foreign GUI controls (I call them widgets). So my question is: which of these toolkits can be made to produce true native-looking UI controls listed above, appearing correctly on the three versions of MSWin listed above?
I've typed each of them +" windows" into Google Images, but it's hard to tell, except that FLTK probably can't do it. Many of you must know the answer off the top of your head...
I won't talk about FLTK as I don't know it.
wxWidgets uses the native toolkit of the platform, (GTK on Linux, Win32 GUI API
on Windows, Cocoa on MacOS X).
GTK uses a theming API to fake the look and feel of the platform (custom theming engine on GTK2, CSS-based engine on GTK3).
Qt uses styles to fake the look and feel of the platform.
wxWidgets API is quite ugly from my own experience, because it had too many method just available on one or the other platform making stuff non-portable unless you'd workaround it. Unlike GTK+ and Qt, it also adds its own layer of bugs above the toolkit it uses as a backend. However, it tries hard to have the platform's native look as it uses the native toolkit.
GTK+ 3 still has some rough edges on Windows, which it officially supports since GTK+ 3.6. The GTK+ project delegates to the MSYS2 project the distribution of Windows binaries. As you're already using MinGW, that's pretty much the same kind of environment. They have good C++ bindings with GTKmm. However, you may have some work to get the theming right for your version of Windows.
Qt is a good choice for cross-platform C++ development with the main target being Windows, tries to mimic the native look and feel of the platform but has its own theming limitations too.
To sum up, there are only 2 approches:
toolkits that provide their own widgets and try to look like the native platform by providing theming (GTK+ and Qt)
toolkits that use the native widgets but hide their API behind a layer of abstraction (wxWidgets)
Both have their pros and cons.
Implementation details aside, wxWidgets philosophy is, and has always been, to look as natively as possible. We, wxWidgets developers, don't always achieve the goal of looking indistinguishably from the native applications but we always strive to do it and. AFAIK this is not such an important goal for Qt and definitely not for GTK+, so in my (obviously biased) opinion, wxWidgets is your best choice if you are serious about providing the best experience for your users, especially under OS X.
To answer your question more precisely, everything you list above is implemented using native controls in wxWidgets for Windows (rich text control is not available natively under the other platforms though).
IUP - Portable User Interface library uses native widgets, C API and Lua bindings.
i used java for native cross-platform without changing the code, used c/c++ wxwidgets for exclusively cross-platform if you want go to little up performance and standalone executable, used c/c++ winapi for windows and x11 for gnu linux native platform and terminal console, used python for scripting console and platform if you want your software up to date fast, and used assembly for a little simple purely console. And sometimes i combined them all with shared library .dll on windows and .so on gnu linux. And i liked doing for do comparative performance on programming studies with small hardware requirements.

Is there a simple way for opening one (or many) opengl window in mac OS X with C++?

Yes, I hate Objective-c, plus my project will be portable, so I'd like to code as much of it in C++ as possible, ideally 100%.
So I have a regular C++ project made with Xcode, and want to open some OpenGL windows.
edit: Damn, Glut takes over the app's control with glutMainLoop() and I'll like to have more control over the loop.
Will try freeglut, although I can't find OSX binaries, and I always have such bad luck trying to compile someone else's code.
Update:
I tried yet again to link to SDL 1.3 and this time I could get it to work! yoo-hoo!
I always wanted to work with SDL, but using more than one window was mandatory, and that's a feature of version 1.3 which is under development and I never could get it working.
As it is portable to a zillion OSes, and handles 2D graphics as well as OpenGL I'm going with it. Thanks to all!
If you don't want to use objective-c you're going to have to use either the deprecated carbon libraries, X11, or another library like GLUT to create the window. If portability is a concern either go the GLUT route, or you'll need to write your own window management code for each platform you want to support.
If you don't go the GLUT route you will need to write window management code fore each operating system so I strongly suggest you bite the bullet and write the window management in objective-c++. The only thing you really need to know is that a pointer is always a pointer no matter which language it is in, so just store objective-c ids as void* and cast them back to ids, it actually works out pretty easy.
i guess NeHe tutorials could help;
GLUT works fine for your stated purpose, although you will probably wish for a nice C++ wrapper for it. I ended up hacking my own, and although GLUT isn't friendly to wrapping, it was doable.
EDIT: Since you have a problem with glutMainLoop(), you may be trying to do more than GLUT was designed to do -- it is mainly intended for hacks, one-off projects and opengl demos. And freeglut doesn't compile OOB on the mac, at least that was my experience.
For a portable, fuller featured app, Qt may be the way to go for you. Otherwise, design your C++ for portability and use a thin GUI layer on each platform. If getting something running on each platform is most important, go for the former. If the best user experience on each platform is most important, go for the latter. You may find that "thin" is not the most descriptive term for what is involved.
I found this demo to be useful for getting a simple Cocoa/OpenGL window working, even though the code has a number of ridiculous bugs: http://developer.apple.com/library/mac/#samplecode/CocoaGL/Introduction/Intro.html
This question has been asked over 3 years ago, yet remain quite fresh. I just recently went through similar exercise for planning school curriculum, and trying to figure out what's the best portable library to work with on Mac/Windows/Linux/mobile with OpenGL projects. Perhaps my notes will help someone make a decision. I only mention the main options that I've considered.
Higher level APIs, for window management plus additional goodies, like sprites, fonts, sounds, event handling, etc:
SFML and github repo: nice&tidy, C++, object oriented library that integrates with OpenGL natively. Portability for managing windows and OpenGL 3.3 contexts out of the box on MacOS, Win and Linux. Mobile support provided in the 2.2 branch (github).
SDL2: all major platforms, including mobile, supported. The OpenGL context needs to be manually managed somewhat, so use of GLEW for example comes really handy (see below). A bit lower level than SFML.
Lower level APIs, mostly for window and OpenGL context management:
GLWF: This is pretty much a GLUT replacement for modern OpenGL. Rather low level, but portable across: Win, OSX, Lin. In active development.
GLEW: I only mention it for completness. It doesn't manage windows, but helps managing OpenGL contexts and you might use it together with GLWF or SDL for example.
Others:
Freeglut: Open source continuation of GLUT. Suitable for small demo projects. I have not used it myself, but seen good docs and demo code. In active development.
GLUT: old one, discontinued. Legacy demos and code around the net.

C++ UI framework from scratch?

I want to create a C++ UI framework (something like QT or like ubuntu unity Desktop)
How is programmed , is it using OpenGL or lets take plasma ui of QT (how is this programmed )?
Direct answers , reference links anything will be helpful.
Some interesting opengl based UI I founf on the web
LiquidEngine
http://www.youtube.com/watch?v=k0saaAIjIEY
Libnui
en.wikipedia.org/wiki/Libnui
Some UI frameworks render everything themselves, and work based on some kind of clipping-window-within-the-host-systems-screen. Non-display aspects (such as input event handling) have to be translated to/from the host systems underlying APIs.
Some UI frameworks translate as much as possible to some underlying framework.
wxWidgets can do both. You can choose a native version (e.g. wxMSW if you're on Windows) and most wxWidgets controls will be implemented using native Windows controls. Equally, you can choose the wxUniversal version, where all controls are implemented by the wxWidgets library itself.
The trouble is that typical GUI frameworks are huge. If you want a more manageable example to imitate, you might look at FLTK. I haven't got around to studying it myself, but it has a reputation for being consise.
There are also some GUI toolkits that are specifically aimed at games programming, such as Crazy Eddies GUI. My guess - these are probably as idependent of the underlying API as possible, so that particular applications can implement the mapping to whichever underlying API they happen to target (OpenGL, DirectX, SDL, whatever) and can be the boss of the GUI rather than visa versa.
http://www.wxwidgets.org/
http://www.fltk.org/
http://www.cegui.org.uk/wiki/index.php/Main_Page
"no really, don't write your own wm or toolkit"
The #Xorg-devel guys on irc.freenode.org
doing one anyway means that you have to test against a wide range of more or less buggy WMs and X implementations, and that you have to frequently update to be compatible with the latest Xorg server and X protocol features (like Xinput 2.1)
understandably, the Xorg people are tired to support old, unmaintained toolkits and applications. They already have enough bugs.
The GUI frameworks are very dependant on a windows system, which dictates what is allowed and how windows are created and rendered. For example, pass a specific option to create a borderless or full-screen window.
Since you mentioned opengl and ubuntu, I guess you want to start on a linux platform. You should study xlib, for which you can find reference here.
Since the qt library is open source, you can download it and peek into it's sources.
A UI library isn't developed from scratch. It relies on the OS' windowing system, which relies on the driver from your graphics adapter, which relies on the OS kernel, which relies on... and so on.
To develop any software "from scratch", you can start by writing your own BIOS. Once you're done with that, move on to writing an OS, and then you should be just about ready to write the software you wanted. Good luck.
And this is assuming you're willing to cheat, of course, and use a compiler you didn't write from scratch.
Before you do that, it's worth that you spend one week on thinking:
1, Do you really know how to do it? I doubt that.
2, Do you really need to do it? I doubt that too.

Touch friendly GUI in Windows Mobile

I'm porting an audio processing application written in C++ from Windows to Windows Mobile (version 5+). Basically what I need to port is the GUI. The application is quite complicated and the GUI will need to be able to offer a lot of functionality. I would like to create a touch friendly user interface that also looks good. Which basically means that standard WinMo controls are out the window.
I've looked at libraries such as Fluid and they look like something I would like to use. However, as I said I'm developing i C++. Even though it would be possible to only write the GUI part i some .NET language I rather not. My experience with .NET on Windows Mobile is that it doesn't work very well...
Can anyone either suggest a C/C++ touch friendly GUI library for Windows Mobile or some kind of "best practices" document/how-to on how to use the standard Windows Mobile controls in order to make the touch friendly and also work and look well in later versions of Windows Mobile (in particular version 6.5)?
There are two aspects to your question:
Libraries. For this I would take a look at Qt for CE/WinMo. The C++ alternative is MFC.
GUI Design. About Face and Designing Interfaces (J. Tidwell) are a couple of good books.
Also:
make sure that your UI is finger-friendly, I hate it when I have to use a stylus.
keep in mind that on touch screens you can't have tooltips (no mouse over) and you don't have a mouse pointer. WinMo uses click and long click, but the latter is not easily discoverable.
add joystick UI navigation
don't try to cram too many controls on the tiny screen, use tabs or drill-down menus
I don't know any good C++ libs but you could try SlideUI mobile controls (it is in .NET), but you wouldn’t need any specific knowledge to use it and it's available via design time and easy to use.
http://www.devslide.com/products/slideui
Disclosure: I am affiliated with devslide.