Embedded GUI - Similar to GWEN? [closed] - user-interface

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I wrote a library to use different LCDs, such as TFT LCDs with TouchScreens with an existing RTOS.
The library does include all highlevel routines like drawing lines, circles, render fonts and so on.
Now, I would like to make the library more useful and give it a small GUI toolkit so the user can create buttons, sliders, radio buttons and all the other classical GUI elements.
There is GWEN which works pretty well.
My question: Are there free, opensource libraries like GWEN out there which are easy to use for my purpose?
I cannot take stuff like Qt because I'd need to implement the entire internals like event handling and stuff. Also, the RTOS would need to support POSIX. I really just want the GUI elements, nothing more. It must be very lightweight and only implement all the highlevel classes. It should be as lightweight as possible, because it's supposed to run on small microcontrollers like the STM32F1 (ARM Cortex-M3 with less than 100kB of RAM).

Well, at the end I decided to write my own: http://ugfx.io

Gwork is a fork of GWEN. You might try that.

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Is there a complete win32 wrapper library? [closed]

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I search a win32 wrapper libraray that completly isolate me from the api.
I only want to create a opengl 3.3 window for windows only.
I know there are libraries like GLFW, SFML and SDL but this libraries are to large and heavy.
Know someone one?
I could suggest you to use Qt library, but you would also complain because of the size of the dlls.
I'm afraid you won't find easily such lightweight library.
Using Win32 SDK for creating an OpenGL application is not that difficult. As for an experienced Win32 developer, I insist that it's even really easy.
It's always the same program structure, same messages handled, same function calls (loop, threads etc).
Please have a look on the internet for the OpenLG SuperBible tutorials.
OpenGL SuperBible Examples
Z.

GUI test for an app written mainly with Tcl/Tk [closed]

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Would really appreciate your help with Tcl/Tk testing framework. I am supposed to test a windows application written with Tcl/Tk, twapi, gdi 0.9.5.1. Do you know a black-box and/or white-box test framework that will help me with GUI testing (generate mouse event, etc etc, and drive the application)? What I expect from the test framework is something like what WindowsLicker allows you to do for Swing.
Tk can generate events with the event generate command, but it will only send these events to itself. You can combine these with the tcltest package to do such testing as you require.
That said, I actually advise splitting up your code so that there is a clear separation between the GUI and the functionality that powers it (the “business logic layer”, to borrow a phrase from server architectures). You can then test your baseline functionality thoroughly without having to fiddle around with testing GUIs, which is enormously easier. Once your BLL is working robustly, testing your GUI then becomes a matter of ensuring that actions in the GUI manipulate the view correctly or translate into appropriate BLL calls (which you know will either work correctly or fail in a way that is clear).

How do I draw music notes on a staff in an iOS or Mac app? [closed]

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I want to write a program that will generate random notes and draw them on the screen on a staff. I want to use Cocoa or Cocoa Touch. What's the best way to go about displaying the notes? Should I somehow use a music font, or pngs of each note, or what? Are there any good tutorials or sources of info out there on this topic?
I would be very tempted to use a custom music font and render it using the new ability in iOS4 to import custom fonts (I'm pretty sure it's iOS4 in general, and not just the iPad). I also assume that the entirety of CoreText is available on the mac too, but even if not, I'm sure the code wouldn't be vastly different.
Anyway, you can read about loading custom fonts here;
http://www.freetimestudios.com/2010/09/20/ipad-and-ios-4-custom-font-loading/
Or the slightly more hardcore way here;
http://www.freetimestudios.com/2010/09/13/custom-fonts-on-the-ipad-and-ios-4/

Any books on design website UI without referring to images? [closed]

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I'm weak enough in art,so this kind of books will really help me lot,if there is.
Typically you don't want developers to design graphics and you don't want designers to write code. Assume you have someone else creating graphics for you (or use one of the many services on the web that do this sort of thing cheaply). Just use placeholder images while you are learning; i.e. load up mspaint (or gimp or whatever floats your boat) and just make something that you can recognize.
But it is unrealistic to try to do modern webdesign using zero images. Even with some of the advanced awesomeness of CSS.
You can start by reading this book: Don't Make Me Think: A Common Sense Approach to Web Usability
No offence, but you can't do website design without images, or even without having a strong creative/artistic streak. Now web development you can do without any creative talent, and minimal knowledge of CSS. Often the two roles blur, but you're going to have to either work with someone who does the design side, or learn how to do web design - images and all.

Game UI HUD [closed]

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What are some good tools and techniques for making in game UI? I'm looking for things that help artists-types create and animate game HUD (heads up display) UI and can be added to the game engine for real time playback.
If you are working with a middleware environment like Torque or Unity3D, they include a GUI framework to build on. Flash is an ideal tool, but to use in anything other than a Flash or Shockwave3d game you need to purchase ScaleForm too, which is expensive and isn't easy to get hold of for indie developers. WPF and Silverlight look promising for this purpose, but so far haven't been set up for game integration.
Unfortunately, for many developers the only solution is to roll their own UI components from scratch.
Using flash will give the highest productivity for the graphical artist (well - if he knows flash).
You may want to have a look at gameswf. It's a bit dated but seems like a perfect match for your problem.
http://tulrich.com/geekstuff/gameswf.html
Another option would be to just do the entire UI in your 3D content-tool and use your animation system to play back the transitions.
One option is to use Flash in conjunction with a package called ScaleForm. This allows the artist to make the UI in flash and then ScaleForm executes the flash in game.

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