[LV2] UI class for openGL/pugl ?!

David Robillard d at drobilla.net
Fri Mar 15 13:15:28 PDT 2013

On Fri, 2013-03-15 at 20:46 +0100, Robin Gareus wrote:
> Is there a pugl + LV2 example?

Not a particularly exemplary one, and pugl is getting a bit fragmented,
but 'glamp' in my lad repository is one:


I am thinking that perhaps distributing pugl as a library with
expectation of system installation on Linux (i.e. the normal thing)
might be the way to go.  Then, we could make a nice official LV2 example
with a portable OpenGL UI, and if pugl isn't around, oh well.

(Plugin authors [wc]ould of course still just include the pugl code to
make the dependency go away, but pugl in LV2 seems inappropriate?)

> 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?

Since each is a different UI type, you have to describe them separately,
i.e. they would be "different" UIs, though the code could be identical.

You could see this as unfortunate, or inherently reflecting reality,
depending on how you squint.  It is necessary to allow a single binary
bundle to contain several, which seems like a reasonable requirement.

In code terms, the PuglNativeWindow will be the appropriate type, and
the "widget" the host is looking for.


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