[LV2] UI class for openGL/pugl ?!

Robin Gareus robin at gareus.org
Fri Mar 15 12:46:34 PDT 2013

On 03/15/2013 08:36 PM, David Robillard wrote:
> On Fri, 2013-03-15 at 03:57 +0100, Robin Gareus wrote:
>> What UI class would I use for openGL in general or
>> pugl (http://drobilla.net/software/pugl/) in particular?
>> http://lv2plug.in/ns/extensions/ui/#UI
>> only mentions CocoaUI, Gtk3UI, GtkUI, Qt4UI, WindowsUI and X11UI
>> Is support for openGL planned in libsuil?
> There is no OpenGL widget type (both literally in general and in an LV2
> sense).  You can do OpenGL with the "native" window types, i.e.
> WindowsUI, X11UI, or CocoaUI.  The host does not know or care that
> drawing happens to be implemented in OpenGL.
> This is essentially what Pugl is: a hyper-minimal "toolkit" for getting
> a window and events (native stuff) which you can draw to with OpenGL.
> You could easily rehash it to use Cairo or whatever actually, 99% of the
> code is general event and window stuff.
> There are native X11 plugin UIs that don't use GL at all that use
> exactly the same stuff host side, LinuxDSP.
> Use of GL, or not, or whatever else, is a decision the plugin UI author
> is free to make, as it should be.
> Cheers,
> -dr


Is there a pugl + LV2 example?

How would I /marry/ PuglView with LV2UI_Widget so that the OS-native UI
is used? ie X11 on Linux, WindowsUI on win and CocoaUI on OSX?


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