[LV2] UI class for openGL/pugl ?!

Robin Gareus robin at gareus.org
Fri Mar 15 13:42:58 PDT 2013

On 03/15/2013 09:15 PM, David Robillard wrote:
> 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:
> http://svn.drobilla.net/lad/trunk/plugins/glamp.lv2/

Got it. Here it works with jalv.gtk and jalv.gtkmm

jalv.gtk3 displays a slider and jalv.qt nothing at all. I'll try with
ardour/OSX next week when I'm back home.

> 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. 

like this http://packages.debian.org/search?keywords=pugl ? :)

> 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.
> -dr

Many thanks for the info and libpugl!
I'll keep you posted.

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